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Rodney Thompson's Playtest Report on Gleemax
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<blockquote data-quote="Smerg" data-source="post: 3930487" data-attributes="member: 57427"><p>Just a couple of points.</p><p></p><p>1> There was another playtest report with characters around level 2 to 3 at most (they had survived their first dungeon crawl). In WotC GregB campaign, he describes in his playtest 5 report where the Eladrin fighter traveled far enough in one jump to leave his companions at least a couple of gaming rounds behind the character. This teleport ability appears to have some legs to it and is not going to be any short 10 to 20 foot hop. Being able to travel far though had its problems as the fighter was then cut off from the group.</p><p></p><p>A further thing was Blue from GamerZero talked a couple a weeks ago of her rogue character getting knocked off a cliff edge and using a rogue ability to keep herself from the fall and staying at the top of the cliff.</p><p></p><p>2> When it comes to the copper dragon and the power level. One of Mike Mearle's posts that appeared in a thread on Mega dungeons did describe that players have a larger room of cushin to mix it up for a round or two with a tougher opponent then they should theoretically be able to handle.</p><p></p><p>Given the description of the encounter, I am willing to hedge with the writer's opinion that the encounter was originally supposed to be a plot hook encounter and not a combat encounter. Players though being players have a tendancy to go where they will and do what they will. This resulted in the DM having to adjust the situation on the fly. The exploding ship and the goblins jumping into the fight was likely part of an attempt to fix a looming TPK.</p><p></p><p>I think the DM then had the copper dragon use an illusion power like invisibility in the end to escape. For the DM it would be a chance to explore and see what the real limits of the group were if they choose to push the 4e rules and find out where the balance lay. Add in one dead player as a reminder that the DM is not pulling punches when players choose to think with fists instead of brains.</p><p></p><p>3> I am still amazed at the pace of 20 rounds in 2 hours. Even with players making sure to have their actions planned out in advance and then just doing a move, roll, and ajudicate it was great to figure that likely 30s per player was required. I get my value by taking the 6 min per round and allocating half the time to the players for their move, actions, and rolls and the the other half of the time to the DM for all his NPCs. Still, that shows the value of one roll to hit and comparison to save verses one roll to hit and then another roll by each creature affected to save. It also shows something of how easy it must be to control the monsterized goblin mages and uber mage along with the many regular goblins and minions.</p><p></p><p>4> Most importanty, IMO, is the value of the new slot system when it comes to the casting classes. A 2nd level fight in 3e that lasted more than 4-5 rounds would see a mage fully depleted of all spells but a couple of 1-3 hp level 0 spells (if they were lucky). The mage here was spell slinging through the whole battle which suggests a way better balance instead of shoot once or twice and then pull out the crossbow.</p></blockquote><p></p>
[QUOTE="Smerg, post: 3930487, member: 57427"] Just a couple of points. 1> There was another playtest report with characters around level 2 to 3 at most (they had survived their first dungeon crawl). In WotC GregB campaign, he describes in his playtest 5 report where the Eladrin fighter traveled far enough in one jump to leave his companions at least a couple of gaming rounds behind the character. This teleport ability appears to have some legs to it and is not going to be any short 10 to 20 foot hop. Being able to travel far though had its problems as the fighter was then cut off from the group. A further thing was Blue from GamerZero talked a couple a weeks ago of her rogue character getting knocked off a cliff edge and using a rogue ability to keep herself from the fall and staying at the top of the cliff. 2> When it comes to the copper dragon and the power level. One of Mike Mearle's posts that appeared in a thread on Mega dungeons did describe that players have a larger room of cushin to mix it up for a round or two with a tougher opponent then they should theoretically be able to handle. Given the description of the encounter, I am willing to hedge with the writer's opinion that the encounter was originally supposed to be a plot hook encounter and not a combat encounter. Players though being players have a tendancy to go where they will and do what they will. This resulted in the DM having to adjust the situation on the fly. The exploding ship and the goblins jumping into the fight was likely part of an attempt to fix a looming TPK. I think the DM then had the copper dragon use an illusion power like invisibility in the end to escape. For the DM it would be a chance to explore and see what the real limits of the group were if they choose to push the 4e rules and find out where the balance lay. Add in one dead player as a reminder that the DM is not pulling punches when players choose to think with fists instead of brains. 3> I am still amazed at the pace of 20 rounds in 2 hours. Even with players making sure to have their actions planned out in advance and then just doing a move, roll, and ajudicate it was great to figure that likely 30s per player was required. I get my value by taking the 6 min per round and allocating half the time to the players for their move, actions, and rolls and the the other half of the time to the DM for all his NPCs. Still, that shows the value of one roll to hit and comparison to save verses one roll to hit and then another roll by each creature affected to save. It also shows something of how easy it must be to control the monsterized goblin mages and uber mage along with the many regular goblins and minions. 4> Most importanty, IMO, is the value of the new slot system when it comes to the casting classes. A 2nd level fight in 3e that lasted more than 4-5 rounds would see a mage fully depleted of all spells but a couple of 1-3 hp level 0 spells (if they were lucky). The mage here was spell slinging through the whole battle which suggests a way better balance instead of shoot once or twice and then pull out the crossbow. [/QUOTE]
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