fuzzlewump
Explorer
Did anyone else get the impression that the caves were boring? Bonus points if you were a player, not a GM. As a quick background, my group has pretty much always done set-piece style combat encounters with very little roleplaying and exploration. We felt that 4e did set-piece encounters better and we didn't really feel the sacrifices made in other areas (YMMV, etc). In playing 5E, I wanted to see a different way to play, where combat was quick and deadly, and something you wanted to avoid (because it's really not more fun than the rest of the game.)
The adventure we got is just... combat. I don't understand that. Why don't any of these creatures (Hobgoblins excepted) speak common? This 'political' approach the document talks about to these caves seems impossible, we don't speak the same language! And these are evil creatures, you need a nice DM that doesn't just have them attack you on sight even if you can speak their language through a spell or otherwise.
Then we proceeded to slog through like 15 kobolds (combat noise attracting more) without a wizard in our party (The DM is having to roll 2d20 for each kobold, because of outnumbering...). We honestly just got bored and stopped. If the game is just going to be a combat-fest, I'd waaaaay much rather play 4E D&D. Were we just 'doin it wrong?' I feel like when I ran it as a DM and then played as the rogue we were running it as written pretty much.
Any thoughts?
One question I want to sneak in at the end, are you supposed to be able to hide every turn as a rogue? I don't think the documents talk about whether stealthing is an action or not. We ran it as the rogue jumping out of hiding, shooting the sling, then walking back behind the fighter to hide again in the same turn.
The adventure we got is just... combat. I don't understand that. Why don't any of these creatures (Hobgoblins excepted) speak common? This 'political' approach the document talks about to these caves seems impossible, we don't speak the same language! And these are evil creatures, you need a nice DM that doesn't just have them attack you on sight even if you can speak their language through a spell or otherwise.
Then we proceeded to slog through like 15 kobolds (combat noise attracting more) without a wizard in our party (The DM is having to roll 2d20 for each kobold, because of outnumbering...). We honestly just got bored and stopped. If the game is just going to be a combat-fest, I'd waaaaay much rather play 4E D&D. Were we just 'doin it wrong?' I feel like when I ran it as a DM and then played as the rogue we were running it as written pretty much.
Any thoughts?
One question I want to sneak in at the end, are you supposed to be able to hide every turn as a rogue? I don't think the documents talk about whether stealthing is an action or not. We ran it as the rogue jumping out of hiding, shooting the sling, then walking back behind the fighter to hide again in the same turn.