BASHMAN
Basic Action Games
So I finally used the preview materials & played me some 4e w/ a friend. We took turns picking guys for a 2 on 2 skirmish. I had the dwarf fighter & Eladrin Ranger, and he had the Halfling Paladin & Tiefling warlock. The fight took place in a 12 by 12 square room.
Some observations: we both noticed how the powers definately had a Magic the Gathering feel to them (the way the descriptions were written etc, it just seemed that way to us).
We used the same powers almost every round. As the figher I used my Daily every round until I finally hit (ending the combat). Because I never had a chance to hit both guys (they were never close enough) the ranger only ever used his +4 to hit At will ability.
I don't understnad why that +4 to hit thing is an "at will ability"-- why do they even bother writing on the character sheet that the ranger could instead get a +6 to hit if he wanted to instead of a +10? The default "regular" attack should just ASSUME you are using that-- which is what he did every round.
the MVP of this fight was the Ranger, followed by the Paladin. The Paladin was able to lay on hands to the warlock & bought him another round and also marked my fighter so that he couldn't leave & used his "on pain of death" to try and stop my from cutting him down (I attacked him anyway, but the fighter made his save vs. the continuing damage). He wanted to move over & use the lay on hands again, but the fighter's opportunity attack prevented him from shifting away (he'd been marked by me as well). The Halfling's "second chance" also bought him an extra round when my Ranger rolled a 20 (but then followed it w/ a 18, so he hit anyway). The Ranger was MVP though b/c he could almost never miss (+10 to hit) did an extra d8 to his "quarry" and could sidestep an enemy melee attack (w/ an encounter immediate action).
From what we gatherred, we found the game fun-- but more of a skirmish miniatures game kind of way than a role-plaaying game kind of way. And I am not saying it is a bad game--- I will definately play it again-- but it just isn't "D&D" for me-- AD&DM for sure, but not D&D. All the stuff that your character can do is listed there-- which is another way of listing the things that other people can't. So the Fighter can bash someone with her shield, but the Paladin cannot... weird. We found ourselves taking the same actions over & over since there was no "need" or apparant ability to get creative w/ things in combat. Just use up your best abilities till they are gone, then use your best at-will over & over again...
Something I liked about Bo9S that they did not seem to reflect here was the need to use more than one "trick" each fight, because they were all encounter powers. Once they were used up, you either did somethign to get them back or switched to regular attacks-- but you couldn't use the same maneuver over & over again the way the Ranger kept getting his +4 to hit or the Fighter kept using his Daily till it finally hit... If the ranger could not use his +4 to hit till he had used up a couple of his other moves, I think that would have mad ethere be more variety... Oh well. It was fun.
Some observations: we both noticed how the powers definately had a Magic the Gathering feel to them (the way the descriptions were written etc, it just seemed that way to us).
We used the same powers almost every round. As the figher I used my Daily every round until I finally hit (ending the combat). Because I never had a chance to hit both guys (they were never close enough) the ranger only ever used his +4 to hit At will ability.
I don't understnad why that +4 to hit thing is an "at will ability"-- why do they even bother writing on the character sheet that the ranger could instead get a +6 to hit if he wanted to instead of a +10? The default "regular" attack should just ASSUME you are using that-- which is what he did every round.
the MVP of this fight was the Ranger, followed by the Paladin. The Paladin was able to lay on hands to the warlock & bought him another round and also marked my fighter so that he couldn't leave & used his "on pain of death" to try and stop my from cutting him down (I attacked him anyway, but the fighter made his save vs. the continuing damage). He wanted to move over & use the lay on hands again, but the fighter's opportunity attack prevented him from shifting away (he'd been marked by me as well). The Halfling's "second chance" also bought him an extra round when my Ranger rolled a 20 (but then followed it w/ a 18, so he hit anyway). The Ranger was MVP though b/c he could almost never miss (+10 to hit) did an extra d8 to his "quarry" and could sidestep an enemy melee attack (w/ an encounter immediate action).
From what we gatherred, we found the game fun-- but more of a skirmish miniatures game kind of way than a role-plaaying game kind of way. And I am not saying it is a bad game--- I will definately play it again-- but it just isn't "D&D" for me-- AD&DM for sure, but not D&D. All the stuff that your character can do is listed there-- which is another way of listing the things that other people can't. So the Fighter can bash someone with her shield, but the Paladin cannot... weird. We found ourselves taking the same actions over & over since there was no "need" or apparant ability to get creative w/ things in combat. Just use up your best abilities till they are gone, then use your best at-will over & over again...
Something I liked about Bo9S that they did not seem to reflect here was the need to use more than one "trick" each fight, because they were all encounter powers. Once they were used up, you either did somethign to get them back or switched to regular attacks-- but you couldn't use the same maneuver over & over again the way the Ranger kept getting his +4 to hit or the Fighter kept using his Daily till it finally hit... If the ranger could not use his +4 to hit till he had used up a couple of his other moves, I think that would have mad ethere be more variety... Oh well. It was fun.