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Raiders of Oakhurst: A 4E Fan Playtest Adventure
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<blockquote data-quote="Darkthorne" data-source="post: 4117642" data-attributes="member: 60783"><p>Ok, I ran this as a quickie dungeon crawl hack and slash just to test things out. 1st couple of disclaimers to mention. 1) Just ran with 4 PC’s (in marching order Fighter, Warlock, Cleric, and Wizard) and did not tweak any numbers for total encounters just changed when some of them happened. 2) My brother seriously dislikes 3.5 (Too many damn rules, too long to create something on the fly beyond 1st level to his liking) to the point he can’t be bothered to game (a very sad thing indeed). He did however run both the cleric and the fighter. 3) Did have a streak of PC’s not rolling well enough (did have a few moments where thinking some time in the microwave would work as an attitude adjustment for them) 4) I usually work from my laptop where I can flip through things and research extremely quickly and did not have this at my disposal (used my desktop). 5) Cool always will be part of my vocab so deal Other side notes I DO like 3.5, I love crunchy and have a thing for numbers and Excel. Also I want to thank Olgar for creating this (very very cool). Now onto the mayhem.</p><p></p><p> Going into the cave trying to be stealthy our cleric rolled a 1 (let the suck begin), nothing happened for a moment and they thought they were fine only be corrected by the sound of the warning gong. The bad guys got the initiative (minions followed by Ichi Ichi). The minions swarmed up to the narrow opening of the cave stopping the dwarf from going any further. Ichi came through and missed (there goes the extra damage). The PC’s either couldn’t connect enough though until the 2 group of minions started to come in. Also due to the other group of minions coming in as soon as they did some of the mobility was lost as the warlock could not move backward 3+ to get the concealment (That was my understanding of how that worked but I could be wrong). This battle was pretty balanced, some healing was used but while the outcome was not a given (warlock got hit by the slinger’s fire attack and could NOT save) the group did pretty good. </p><p>Now the group took a left and off to Meepo’s throne room (All HAIL MEEPO!) both Meepo was hiding and Ix was up on the ceiling (party missed their perception checks) even though the Wizard had initiative he was all the way in the back and couldn’t see a damn thing (we were pretty sure a damn thing was crawling by his leg). Next was Ix who did his DEATH FROM ABOVE attack (no recharge) doing a scary amount of damage (close to 20), followed up by his Prodigious Leap (move w/o OA) to go back to his starting location. Followed by Meepo the King his doing a Snap Shot (rechargeable ranged attack which did recharge a lot) then moving up to stick the fighter. The dwarf who started at 33 hp was almost down to 0 on the first round. After a few rounds both the Dwarf and the wizard was dropped, Meepo was down to 8hp surrendered telling the party that it was really the hobgoblins that made his people attack the villagers.</p><p> The hobgoblin battle was just brutal and long, both archers and the staff weilder was nasty. More per encounters powers missed than any that hit (I think ONE encounter power hit). The dwarf fighter dropped (did drop one hobgoblin) followed a bit later by the cleric. The wizard and warlock both had been dropped but brought back up with temp hp FINALLY started to connect and dropped the last 2 bad guys. Now here’s the kicker the healer and the only other guy with the heal skill is in negs, so w/o any real rules I let the 2 spellchuckers try to stabilize the other 2 party members on a natural 20. So with them trying to stop the bleed they finally stabilized the fighter followed by the cleric rolling his natural 20 to come back with his healing surge. Had to stop at that point due to limited time, will try this again with more people and running more PC’s and it’ll be cool to run the dragon next time around.</p><p></p><p>Review of things:</p><p>Target # of players IS 5, with only having 4 pc’s this made a considerable difference. I have one group that is totals 4 people most of the time so seeing how things can be pared down will be interesting, otherwise 4E will very deadly most of the time. This was deliberately done as I wanted to see how much the effect would be. My brother who enjoys 2nd ed. said that he had fun playing both the cleric and the fighter. He normally doesn’t like to play fighters but this was also deliberately done. He enjoyed everything and said that it was very fast to learn (also while running two characters) and that it was a nice blend between 3.5 (Descriptive things to do) and 2nd ed (ease of play). He did think that the cleric was limited in his "in combat" healing. Out of combat this is a non-issue, was just sorely needed in combat however. Cleave is way too much fun with minions. Having the wizard get off a scorching burst (I rolled to hit for each bad guy) and actually connect is glorious to see a bunch of kobolds incinerate immediately. I think adding either the ranger or the paladin instead of the wizard (if I was shorthanded again) would do better. Rechargeable attacks really do make bad guys greatly unpredictable and can keep the PC’s from getting cocky (Meepo kicks arse!!). Combat is a lot more fun, you are getting more chances to do things more often than you did in 3.5. Yes I understand this is first level however in 3.5 going up against 1 or 2 bad guys with a large enough party there has been times the battle was over before it had gotten to be my turn to do something (due to surprise round). Used skills the least but with that being said I do see the limited number of skills being MUCH better than 3.5. More die rolling to succeed in something only leads to more chances of failure than anything else (one of my turn offs from White wolf prior to their changes). I can see designing dungeon environments to work with the bad guys strengths will be very cool. Oh yeah movement was cool, no pausing to stop and count also reminds you the bad guys can move like that too so you may not be as safe as you think you are.</p><p> </p><p>Also I would seriously like to see the reloaded version</p><p>Thanks</p></blockquote><p></p>
[QUOTE="Darkthorne, post: 4117642, member: 60783"] Ok, I ran this as a quickie dungeon crawl hack and slash just to test things out. 1st couple of disclaimers to mention. 1) Just ran with 4 PC’s (in marching order Fighter, Warlock, Cleric, and Wizard) and did not tweak any numbers for total encounters just changed when some of them happened. 2) My brother seriously dislikes 3.5 (Too many damn rules, too long to create something on the fly beyond 1st level to his liking) to the point he can’t be bothered to game (a very sad thing indeed). He did however run both the cleric and the fighter. 3) Did have a streak of PC’s not rolling well enough (did have a few moments where thinking some time in the microwave would work as an attitude adjustment for them) 4) I usually work from my laptop where I can flip through things and research extremely quickly and did not have this at my disposal (used my desktop). 5) Cool always will be part of my vocab so deal Other side notes I DO like 3.5, I love crunchy and have a thing for numbers and Excel. Also I want to thank Olgar for creating this (very very cool). Now onto the mayhem. Going into the cave trying to be stealthy our cleric rolled a 1 (let the suck begin), nothing happened for a moment and they thought they were fine only be corrected by the sound of the warning gong. The bad guys got the initiative (minions followed by Ichi Ichi). The minions swarmed up to the narrow opening of the cave stopping the dwarf from going any further. Ichi came through and missed (there goes the extra damage). The PC’s either couldn’t connect enough though until the 2 group of minions started to come in. Also due to the other group of minions coming in as soon as they did some of the mobility was lost as the warlock could not move backward 3+ to get the concealment (That was my understanding of how that worked but I could be wrong). This battle was pretty balanced, some healing was used but while the outcome was not a given (warlock got hit by the slinger’s fire attack and could NOT save) the group did pretty good. Now the group took a left and off to Meepo’s throne room (All HAIL MEEPO!) both Meepo was hiding and Ix was up on the ceiling (party missed their perception checks) even though the Wizard had initiative he was all the way in the back and couldn’t see a damn thing (we were pretty sure a damn thing was crawling by his leg). Next was Ix who did his DEATH FROM ABOVE attack (no recharge) doing a scary amount of damage (close to 20), followed up by his Prodigious Leap (move w/o OA) to go back to his starting location. Followed by Meepo the King his doing a Snap Shot (rechargeable ranged attack which did recharge a lot) then moving up to stick the fighter. The dwarf who started at 33 hp was almost down to 0 on the first round. After a few rounds both the Dwarf and the wizard was dropped, Meepo was down to 8hp surrendered telling the party that it was really the hobgoblins that made his people attack the villagers. The hobgoblin battle was just brutal and long, both archers and the staff weilder was nasty. More per encounters powers missed than any that hit (I think ONE encounter power hit). The dwarf fighter dropped (did drop one hobgoblin) followed a bit later by the cleric. The wizard and warlock both had been dropped but brought back up with temp hp FINALLY started to connect and dropped the last 2 bad guys. Now here’s the kicker the healer and the only other guy with the heal skill is in negs, so w/o any real rules I let the 2 spellchuckers try to stabilize the other 2 party members on a natural 20. So with them trying to stop the bleed they finally stabilized the fighter followed by the cleric rolling his natural 20 to come back with his healing surge. Had to stop at that point due to limited time, will try this again with more people and running more PC’s and it’ll be cool to run the dragon next time around. Review of things: Target # of players IS 5, with only having 4 pc’s this made a considerable difference. I have one group that is totals 4 people most of the time so seeing how things can be pared down will be interesting, otherwise 4E will very deadly most of the time. This was deliberately done as I wanted to see how much the effect would be. My brother who enjoys 2nd ed. said that he had fun playing both the cleric and the fighter. He normally doesn’t like to play fighters but this was also deliberately done. He enjoyed everything and said that it was very fast to learn (also while running two characters) and that it was a nice blend between 3.5 (Descriptive things to do) and 2nd ed (ease of play). He did think that the cleric was limited in his "in combat" healing. Out of combat this is a non-issue, was just sorely needed in combat however. Cleave is way too much fun with minions. Having the wizard get off a scorching burst (I rolled to hit for each bad guy) and actually connect is glorious to see a bunch of kobolds incinerate immediately. I think adding either the ranger or the paladin instead of the wizard (if I was shorthanded again) would do better. Rechargeable attacks really do make bad guys greatly unpredictable and can keep the PC’s from getting cocky (Meepo kicks arse!!). Combat is a lot more fun, you are getting more chances to do things more often than you did in 3.5. Yes I understand this is first level however in 3.5 going up against 1 or 2 bad guys with a large enough party there has been times the battle was over before it had gotten to be my turn to do something (due to surprise round). Used skills the least but with that being said I do see the limited number of skills being MUCH better than 3.5. More die rolling to succeed in something only leads to more chances of failure than anything else (one of my turn offs from White wolf prior to their changes). I can see designing dungeon environments to work with the bad guys strengths will be very cool. Oh yeah movement was cool, no pausing to stop and count also reminds you the bad guys can move like that too so you may not be as safe as you think you are. Also I would seriously like to see the reloaded version Thanks [/QUOTE]
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Raiders of Oakhurst: A 4E Fan Playtest Adventure
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