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Yet another look at KotSF/4th Ed.
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<blockquote data-quote="Heselbine" data-source="post: 4239814" data-attributes="member: 64878"><p>A pretty fairly balanced review - you called it bad if you thought it bad, good if you called it good.</p><p></p><p>I finally got my copy last night and I was very surprised by the quality. My expectations had been reduced so far I was expecting something written in crayon on tracing paper. It's a bit flimsy, sure, but you get a nice robust folder to keep it all in. It's similar in some ways to Slaughtergarde. Price is a little too much also, but not excessively so.</p><p></p><p>1) Per day powers - this is an interesting approach. My players certainly haven't done this yet, but I can see it's a flaw. Sure, the DM can get round it by maintaining the pace of the adventure, but I thought the rules were supposed to fix the 5 minute working day problem? In practice I don't expect this to be a big deal for my group, however.</p><p></p><p>2) No, I disagree with this. The wizard in my group is much happier he has magic missile. Sure it does damage like a crossbow, but the flavour change is important.</p><p></p><p>4) Suspend your disbelief. Go with the minion rules. They make large fun encounters more possible. The mechanics seem odd, but the game succeeds if it's fun, not because it has mechanics that 'make sense', whatever that means in the context of fantasy.</p><p></p><p>6) Marking - agreed. In general bookkeeping is a bit less, though. But I do wonder about how much of a pain marking is going to be.</p><p></p><p>7) Minis - you need them. I've been playing with minis since 1e, so this is not a problem for me. I think Wizards should cut any nonsense about not being able to play with minis and just say they're needed.</p><p></p><p>12) That's what 'controller' means! The wizard is supposed to do lots of damage to lots of creatures - that's his job.</p><p></p><p>13) Not my experience of 'Sleep' which was crucial in one combat we played.</p><p></p><p>14) Of course the wizard's a wimp! You have to protect him! At least he has more than 4hp now at 1st level and won't die as soon as he's taken out by an arrow.</p><p></p><p>15) I'm really surprised at this comment - the move to large encounter areas makes everything much more fun. So - you want more fights in 10' x 10' rooms?</p><p></p><p>16) I think the character sheets could have been separate pieces of paper, to be honest. Seems a bit daft to have them in a book.</p><p></p><p>Compare this adventure to the first adventure for 3e. In my mind, this one is far superior and Wizards have handled the transition from 3e to 4e much better than from 2e to 3e.</p></blockquote><p></p>
[QUOTE="Heselbine, post: 4239814, member: 64878"] A pretty fairly balanced review - you called it bad if you thought it bad, good if you called it good. I finally got my copy last night and I was very surprised by the quality. My expectations had been reduced so far I was expecting something written in crayon on tracing paper. It's a bit flimsy, sure, but you get a nice robust folder to keep it all in. It's similar in some ways to Slaughtergarde. Price is a little too much also, but not excessively so. 1) Per day powers - this is an interesting approach. My players certainly haven't done this yet, but I can see it's a flaw. Sure, the DM can get round it by maintaining the pace of the adventure, but I thought the rules were supposed to fix the 5 minute working day problem? In practice I don't expect this to be a big deal for my group, however. 2) No, I disagree with this. The wizard in my group is much happier he has magic missile. Sure it does damage like a crossbow, but the flavour change is important. 4) Suspend your disbelief. Go with the minion rules. They make large fun encounters more possible. The mechanics seem odd, but the game succeeds if it's fun, not because it has mechanics that 'make sense', whatever that means in the context of fantasy. 6) Marking - agreed. In general bookkeeping is a bit less, though. But I do wonder about how much of a pain marking is going to be. 7) Minis - you need them. I've been playing with minis since 1e, so this is not a problem for me. I think Wizards should cut any nonsense about not being able to play with minis and just say they're needed. 12) That's what 'controller' means! The wizard is supposed to do lots of damage to lots of creatures - that's his job. 13) Not my experience of 'Sleep' which was crucial in one combat we played. 14) Of course the wizard's a wimp! You have to protect him! At least he has more than 4hp now at 1st level and won't die as soon as he's taken out by an arrow. 15) I'm really surprised at this comment - the move to large encounter areas makes everything much more fun. So - you want more fights in 10' x 10' rooms? 16) I think the character sheets could have been separate pieces of paper, to be honest. Seems a bit daft to have them in a book. Compare this adventure to the first adventure for 3e. In my mind, this one is far superior and Wizards have handled the transition from 3e to 4e much better than from 2e to 3e. [/QUOTE]
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