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Starting Reclaiming Blingdenstone (playtest report)
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<blockquote data-quote="Rhenny" data-source="post: 6011272" data-attributes="member: 18333"><p>Other comments I have:</p><p></p><p>At first (a couple of sessions ago), I thought that Combat Superiority was too powerful, but when I give monsters the +2 to hit, it seems to work better for us. </p><p></p><p>Having so many Lore skills is a little confusing. More than 1 time in the last game, we had to break character to discuss which lore would be relevant for a specific check. I think the Lore skills should fall into larger categories if possible. I ended up telling players, don't worry...just roll your Intelligence check...forget about Lore (unless it was obvious how to apply it).</p><p></p><p>The rogue PC really slinks around like a rogue should. Against the larger opponent, he spent alternate actions to hide then sneak attack, and he did it willingly without complaint. As for the "take 10" plus bonuses for all trained skills, if the roll is a check (not a contest) I will ask the player to roll a d20 anyway even if he would succeed automatically. If he rolls a natural "1", I add a complicaton. This little change adds a lot of tension, but it isn't a huge nerf of the ability.</p><p></p><p>We are really loving "theater of the mind" again. Most of our combats can be resolved that way, but I'm glad that we can use a grid if we want to do so.</p><p></p><p>That's it for now.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6011272, member: 18333"] Other comments I have: At first (a couple of sessions ago), I thought that Combat Superiority was too powerful, but when I give monsters the +2 to hit, it seems to work better for us. Having so many Lore skills is a little confusing. More than 1 time in the last game, we had to break character to discuss which lore would be relevant for a specific check. I think the Lore skills should fall into larger categories if possible. I ended up telling players, don't worry...just roll your Intelligence check...forget about Lore (unless it was obvious how to apply it). The rogue PC really slinks around like a rogue should. Against the larger opponent, he spent alternate actions to hide then sneak attack, and he did it willingly without complaint. As for the "take 10" plus bonuses for all trained skills, if the roll is a check (not a contest) I will ask the player to roll a d20 anyway even if he would succeed automatically. If he rolls a natural "1", I add a complicaton. This little change adds a lot of tension, but it isn't a huge nerf of the ability. We are really loving "theater of the mind" again. Most of our combats can be resolved that way, but I'm glad that we can use a grid if we want to do so. That's it for now. [/QUOTE]
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