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Shadow of the Dragon Queen - It doesn't suck... yet!
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<blockquote data-quote="MerricB" data-source="post: 9034608" data-attributes="member: 3586"><p>Write-up of our second session is on <a href="https://merricb.com/2023/05/31/shadow-of-the-dragon-queen-session-2/" target="_blank">my blog</a>. </p><p></p><p>A few things I took away from the session:</p><p></p><p>I'm very conflicted on how I feel about Baaz Draconians turning opponents to stone as their "Death Throes". I think its incredibly disruptive to play if the characters roll poorly on their saves. And, let's face it, for an old-timer like me, trapping the weapon is so incredibly iconic. (I note that the dwarf in our party took a warhammer <em>precisely</em> because he knew about how the old draconians worked).</p><p></p><p>A big machine that does 5d10 fire damage in a 60-foot-cone against third-level characters? How exactly do you think that will turn out? I know designers like showing a threat, but that's the sort of design that can lead a DM to TPK a party. There's a real problem with some designers not thinking through what area effects can do. (I remember also a <em>fireball</em> spell that can be employed against 2nd-level characters in <em>Descent into Avernus. </em>Don't do that!)</p><p></p><p>The sustained nature of the battle - potentially five combats in a row - makes me long for the shorter "Short Rests" of 4E. It makes the pacing of this sort of sequence work a lot better. Guess what I've done?</p><p></p><p>Although I made sure not to incinerate the party, and gave them an opportunity to short rest in the middle, I was really pleased with the intensity of the Battle of Vogler. I do not think it would have been as fun playing the board game. Don't get me wrong, I like the board game, but it's not the same thing as playing your character.</p><p></p><p>Once again, I've included how long it took my group to complete each fight/sequence of the session.</p><p></p><p>Cheers,</p><p>Merric</p></blockquote><p></p>
[QUOTE="MerricB, post: 9034608, member: 3586"] Write-up of our second session is on [URL='https://merricb.com/2023/05/31/shadow-of-the-dragon-queen-session-2/']my blog[/URL]. A few things I took away from the session: I'm very conflicted on how I feel about Baaz Draconians turning opponents to stone as their "Death Throes". I think its incredibly disruptive to play if the characters roll poorly on their saves. And, let's face it, for an old-timer like me, trapping the weapon is so incredibly iconic. (I note that the dwarf in our party took a warhammer [I]precisely[/I] because he knew about how the old draconians worked). A big machine that does 5d10 fire damage in a 60-foot-cone against third-level characters? How exactly do you think that will turn out? I know designers like showing a threat, but that's the sort of design that can lead a DM to TPK a party. There's a real problem with some designers not thinking through what area effects can do. (I remember also a [I]fireball[/I] spell that can be employed against 2nd-level characters in [I]Descent into Avernus. [/I]Don't do that!) The sustained nature of the battle - potentially five combats in a row - makes me long for the shorter "Short Rests" of 4E. It makes the pacing of this sort of sequence work a lot better. Guess what I've done? Although I made sure not to incinerate the party, and gave them an opportunity to short rest in the middle, I was really pleased with the intensity of the Battle of Vogler. I do not think it would have been as fun playing the board game. Don't get me wrong, I like the board game, but it's not the same thing as playing your character. Once again, I've included how long it took my group to complete each fight/sequence of the session. Cheers, Merric [/QUOTE]
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