FireLance
Legend
My gaming group got together again last weekend to play a second Basic game (my write-up of our first game is here).
Due to the fact that my DM increased the apparent challenge (and most likely, the actual challenge) of each fight, my character, The Sage (see linked thread for explanation), was more prepared to spend limited resources and felt more cleric-y as a result. This happened about once every fight, which was quite a nice outcome.
The first fight, which took place after we arrived at the town where our client's uncle's house was located, was against nine thugs, including one leader-type. The Sage spent a healing word on The Soldier as he was injured quite badly by the leader. After the fight, we learned from a surviving thug that the attacks had been organized by an apprentice of the client's uncle. We then decided to take an extended rest (while waiting for nightfall) and look up the apprentice before taking the client to his uncle's house.
We then went to the inn where the apprentice was staying and the second fight began after The Folk Hero unlocked the room door. The Sage cast a guiding bolt which killed the apprentice's quasit familiar, and the apprentice himself fell to The Criminal's magic missile, The Soldier's Action Surge, and The Folk Hero's Sneak Attack before he could even act.
The uncle's house was apparently abandoned, but when the party walked through the gate, we got attacked by two animated statues. Guessing (correctly, as it turned out) that the statues had high ACs, The Sage cast bless on The Soldier, The Folk Hero, and The Criminal, and spent the rest of the fight casting sacred flame.
The fourth fight was literally over in one action. Walking through the door, the party encountered a skeletal dragon. The Sage rolled really well for initiative, used Turn Undead, and the skeletal dragon failed the saving throw. The party pressed on before the turning wore off.
The final fight was also over fast. In the next room, we discovered the client's uncle, who had turned into an undead spellcaster. He managed to cast one hold person (which The Soldier successfully saved against) before the party's attacks brought him down. The Sage landed the final shot with a second guiding bolt.
Unfortunately, all this accomplished was to enable the uncle to possess the client, hop onto the skeletal dragon and fly away.
What struck me about this game was how short some of the fights were. The fights against the apprentice, the skeletal dragon and the undead spellcaster uncle were effectively over in one round of game time. I know some would consider this an unmitigated positive, but I have mixed feelings about it as I did enjoy the ebb and flow of combat in 4e.
Anyhow, we will be levelling up the PCs to 3rd level, and playing again this weekend.
(To be continued ...)
Due to the fact that my DM increased the apparent challenge (and most likely, the actual challenge) of each fight, my character, The Sage (see linked thread for explanation), was more prepared to spend limited resources and felt more cleric-y as a result. This happened about once every fight, which was quite a nice outcome.
The first fight, which took place after we arrived at the town where our client's uncle's house was located, was against nine thugs, including one leader-type. The Sage spent a healing word on The Soldier as he was injured quite badly by the leader. After the fight, we learned from a surviving thug that the attacks had been organized by an apprentice of the client's uncle. We then decided to take an extended rest (while waiting for nightfall) and look up the apprentice before taking the client to his uncle's house.
We then went to the inn where the apprentice was staying and the second fight began after The Folk Hero unlocked the room door. The Sage cast a guiding bolt which killed the apprentice's quasit familiar, and the apprentice himself fell to The Criminal's magic missile, The Soldier's Action Surge, and The Folk Hero's Sneak Attack before he could even act.
The uncle's house was apparently abandoned, but when the party walked through the gate, we got attacked by two animated statues. Guessing (correctly, as it turned out) that the statues had high ACs, The Sage cast bless on The Soldier, The Folk Hero, and The Criminal, and spent the rest of the fight casting sacred flame.
The fourth fight was literally over in one action. Walking through the door, the party encountered a skeletal dragon. The Sage rolled really well for initiative, used Turn Undead, and the skeletal dragon failed the saving throw. The party pressed on before the turning wore off.
The final fight was also over fast. In the next room, we discovered the client's uncle, who had turned into an undead spellcaster. He managed to cast one hold person (which The Soldier successfully saved against) before the party's attacks brought him down. The Sage landed the final shot with a second guiding bolt.
Unfortunately, all this accomplished was to enable the uncle to possess the client, hop onto the skeletal dragon and fly away.
What struck me about this game was how short some of the fights were. The fights against the apprentice, the skeletal dragon and the undead spellcaster uncle were effectively over in one round of game time. I know some would consider this an unmitigated positive, but I have mixed feelings about it as I did enjoy the ebb and flow of combat in 4e.
Anyhow, we will be levelling up the PCs to 3rd level, and playing again this weekend.
(To be continued ...)