Remathilis Playtest Experience

Remathilis

Legend
So I finally got to run some playtest. I had four players (the fifth one couldn’t make it, so I DMPC’d the last pregen).

Background: The players included myself, my friend Mark (a Pathfinder GM), Ryan (who played 4e but preferred 2e), Nick (a newer player who liked retro AD&D) and Dan (Nick’s brother, who was fairly new). Ryan played the dwarf fighter Nick the mage, Mark the warpriest, Dan the rogue, and I DMPC’d the Pelor priest.

General synopsis: They met in a tavern, heard there was gold in them-thar hills (and the merchants were going missing, I used many of the hooks as rumors) and decided to investigate. They went into the kobold caves and fought all the kobolds (I had most of the reinforcements out) save won they tackled and tied up to interrogate. Later, they found the chief and slew him and named the captured kobold the new chief and made the rest of the tribe (mainly the females who were out gathering) accept him as chief. The next day, they went to the goblin cave where they immediately ran into the ogre room. Thanks to hot dice and sound tactics, they killed the ogre in a few rounds with no casualties. We left it there for the session.

Impressions: Combat is quick. Even large amounts of kobolds with advantage flew by quickly (they managed to swarm and drop the fighter, but some timely healing brought him up to finish the fight.) They generally liked most of the mechanics (except the recover all on a rest, which felt like a copout for them after playing smart and conversing their healing.) The fighter loved reaper, since it meant he could meat-shield against the kobolds and generally wipe one out a round. Ditto with the mage liking his cantrips, though he picked some weird spell selections (no sleep, but two burning hands). The warpriest would have initially preferred CLW to healing word, but saw the beauty of healing word while in melee. He LOVED shielding the fighter (and sometimes the squishies) with his defender-power. The rogue took a bit to acclimate to his 16 or higher on his skills roll, but once he did he was a powerhouse. He used this stealthy powers nearly every round, which I think I might have screwed up on. Generally, the group liked most of the new rules, though Mark did comment it felt like 3e when 3e was low-level too; he’d reserve judgment until he could get to higher level or char-gen.

Overall: Good start, needs some tightening, but I enjoyed it and so did my players.
 

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