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Raiders of Oakhurst: A 4E Fan Playtest Adventure
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<blockquote data-quote="NewfieDave" data-source="post: 4111425" data-attributes="member: 56969"><p>Ran the adventure last night and we had a blast. There were 3 players so I let each of them play 2 characters. One chose the Warlock and Ranger, another the Cleric and Fighter, and the last played the Wizard and Paladin.</p><p></p><p>I'm the only person in our playgroup who has been following 4e news, but they all loved the changes. Lots of comments about combat feeling faster. Combats were taking about as long as 3.5 combats, but they had more rounds. Having each player use two characters also slowed down the combat a bit, and the players felt it would go much faster only having to worry about one character's power list. Lack of familiarity with the new rules and characters also contributed to slow play. I can see combat being lightning fast once we've been playing with the full rules for a few sessions and have made our own characters.</p><p></p><p>Combat was definitely <strong>fun AND cool</strong>.They ended up defeating all of the kobolds and hobgoblins (except Meepo and Ix who we didn't have time to encounter) in a single encounter thanks to the Fighter chasing down Varkase and drawing the rest of the hobgoblins into the fight. The Ranger was the only player to use a daily in this encounter, and two PCs made use of action points to deal some big damage (especially the Ranger who Split the Tree on the two hobgoblin archers then used a Careful Strike to finish off the one he had quarried). Then they took a short rest before going straight to Nightscale. They got the dragon to bloodied after 9 rounds of combat with the Wizard and Warlock both dying. It would have been possible - but highly unlikely - for them to kill the dragon, so I took it easy on them and had the dragon fly away to tend its wounds. The breath weapon was very effective. On average it can breathe every 3 rounds but back to back happens and it is NASTY! The simplicity of saving throws was very popular at the table. </p><p></p><p>So from the players' perspective, they are now frothing at the mouth for June to come so we can start a real 4e campaign. From the DM's perspective, I was a little confused because of a lack of rules knowledge (like how to handle the Perception checks for the PCs entering the first room with the kobolds), but I just winged it and it went well for the most part. I was amazed at the resiliency of a six person level 1 party. I might have to buy Keep on the Shadowfell to tide me over until the core books are out.</p></blockquote><p></p>
[QUOTE="NewfieDave, post: 4111425, member: 56969"] Ran the adventure last night and we had a blast. There were 3 players so I let each of them play 2 characters. One chose the Warlock and Ranger, another the Cleric and Fighter, and the last played the Wizard and Paladin. I'm the only person in our playgroup who has been following 4e news, but they all loved the changes. Lots of comments about combat feeling faster. Combats were taking about as long as 3.5 combats, but they had more rounds. Having each player use two characters also slowed down the combat a bit, and the players felt it would go much faster only having to worry about one character's power list. Lack of familiarity with the new rules and characters also contributed to slow play. I can see combat being lightning fast once we've been playing with the full rules for a few sessions and have made our own characters. Combat was definitely [B]fun AND cool[/B].They ended up defeating all of the kobolds and hobgoblins (except Meepo and Ix who we didn't have time to encounter) in a single encounter thanks to the Fighter chasing down Varkase and drawing the rest of the hobgoblins into the fight. The Ranger was the only player to use a daily in this encounter, and two PCs made use of action points to deal some big damage (especially the Ranger who Split the Tree on the two hobgoblin archers then used a Careful Strike to finish off the one he had quarried). Then they took a short rest before going straight to Nightscale. They got the dragon to bloodied after 9 rounds of combat with the Wizard and Warlock both dying. It would have been possible - but highly unlikely - for them to kill the dragon, so I took it easy on them and had the dragon fly away to tend its wounds. The breath weapon was very effective. On average it can breathe every 3 rounds but back to back happens and it is NASTY! The simplicity of saving throws was very popular at the table. So from the players' perspective, they are now frothing at the mouth for June to come so we can start a real 4e campaign. From the DM's perspective, I was a little confused because of a lack of rules knowledge (like how to handle the Perception checks for the PCs entering the first room with the kobolds), but I just winged it and it went well for the most part. I was amazed at the resiliency of a six person level 1 party. I might have to buy Keep on the Shadowfell to tide me over until the core books are out. [/QUOTE]
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