4e adventure: 1, adventuring party: 0.
We had our first Total Party Kill last night, in the second adventure in the official series (Thunderspire Labyrinth). This was our first 4e campaign.
The party had been infiltrating an enemy fortress (I'll leave details vague, in case anyone reading is, or will be, going through this module), and were already a bit tapped for resources, having used a few Daily powers and a bunch of the healing surges, before deciding to press even further forward to accomplish their mission.
Unbeknownst to them, their next encounter was to be with the "boss" of the fortress, whose cadre included a controller-type that they had encountered a few times before, and which had, in the past, lived up to its role very well.
The dice were running cold for the players, and the party of six struggled under the onslaught from the four enemies. It didn't help that the rechargeable powers that the NPCs had were recharging much more than probability says they should: the DM's d6s were hot, the players' d20s were not.
Things were looking grim for a while, and I was sure the party was doomed, but the tide turned, the boss took some heavy hits, and the controller fell. All but one Daily power was used, every Encounter power was used, and half the party had no healing surges left, but they had the boss worried enough that he fled via an escape route through which the rest of the party wisely declined to follow. Emboldened, the party worked to finish off the remaining foes. Until they heard the door in the hall slam open. Reinforcements had arrived, including another of the hated controllers that they had just dispatched.
At this point, I knew it was over. the party had only At-Will powers remaining, against a fresh group of enemies of the party's level. It would be slaughter. Or would it? The dice didn't really improve for the players, nor did they wane for me, the DM, yet... the party still stood. Damage was dealt out in both directions, saving throws were missed even more, yet the party still stood. The rest of the original NPCs were slain, then one of the new set -- and then the party finally had their first fatality (it would be impolite for me to point out that it was Griff's dragonborn hybrid, so I won't). Hitpoints kept falling, the few healing surges were dwindling, yet the party fought on, against all odds, using every idea and strategy that came to them, until it looked like there was a way to escape their doom, and the adventurers started to withdraw from the encounter. Then the boss returned.
It was over at this point. The party continued to withdraw, but one, two, then three more of the party were picked off while retreating. It looked like the remaining two would escape -- the rogue wisely split from the rest of the group to split the enemy's attention -- but he and the paladin were still under their cloud of bad luck, and fate (and their flying enemy) completed the slaughter. Some other party of adventurers would have to save the day.
But ... this blog is about 4e, not about adventure recaps. So why do you care? It's the second-last paragraph that matters: "the party had only At-Will powers remaining". At-will powers have always felt like the "I'll attack" from 3.5 combat, or as Griff puts it, "I've used up my spells; I'll pull out my crossbow" which was the 3.5 way that a sorcerer admitted he or she was now useless.
But when left with only at-will powers, the party showed that they were not useless, not automatically doomed. Whether it was the warlord's Wolf Pack Tactics, moving the party around strategically, or the cleric's Sacred Flame, trying to get extra saving throws rolled, these "useless" powers ... weren't that useless after all.
Of course, it wasn't enough. There was a point that I thought the party would defy all odds and finish this back-to-back pair of encounters on at-wills and no healing surges, with only one or two casualties. But as I mentioned, the dice were completely against the players, and it wasn't to be. But it was only because of (bad) luck, not the design of the characters, or 4e, that led to their end.
I have new respect for at-will powers, and will, on future characters, put a little more thought into their selection, thinking, "if I was in a party of characters whose players could only roll 3s and 4s on d20, with no healing surges and just my at-wills , what would I like to be stuck with?"
Showing posts with label TPK. Show all posts
Showing posts with label TPK. Show all posts
Sunday, October 11, 2009
Monday, March 30, 2009
With this class, I thee wed...
Our group finally got the chance to play after a two month hiatus.
It was good to get back as it reminded me that the ruleset (ie. 4e or 3.5) isn't the most important thing. It's an important foundation for the fun, but the rules are not the be all, end all of the fun.
During play I also got to read through my brother's copy of the PHB2. As I did I even had an epiphany of sorts.
The classes in 4E feel so restrictive because they're meant to be. You're supposed to pick a single class and go with it for all 30 levels!
I know. That sounds like a total "well duh dipshit wake the fuck up" thing to write, but like I said... epiphany.
In my mind, the class has always been just a tool to help with the realization of my character concept. If I want a melee fighter who uses touch spells I start with a monk and then add in either sorceror or cleric levels. If I want a stealthy warrior who uses twin short swords I go ranger and rogue. And so on.
I can't do that in 4E because once you pick a class, that's it. You're locked in for better or for worse. Til death or TPK do you part. You might look wistfully at that other class and wonder what it would be like to be that for just a weekend, but at best you can flirt by using a multi-class feat.
Upon realizing that it became clear that to fully enjoy 4E I need to change the way I make my characters. I can still start with a concept (ie. storm themed caster) but I have to pour over the potential class and find the one that'll be the best fit.
I did exactly that with the PHB2 as I considered switching my current character from a wizard to a sorcerer.
On the one hand, the sorcerer dragon magic path is a nice fit for my Dragonborn. On the other, the sorcerer powers (for the heroic tier anyways) don't really fit the storm theme I want. There are some lightning and cold powers but nothing that really screamed "this is the character I want".
So, although the wizard class isn't perfect it is comfortable. So I settled.
Of course, when one settles for less than perfect it's only a matter of time before you start thinking of divorce.
It was good to get back as it reminded me that the ruleset (ie. 4e or 3.5) isn't the most important thing. It's an important foundation for the fun, but the rules are not the be all, end all of the fun.
During play I also got to read through my brother's copy of the PHB2. As I did I even had an epiphany of sorts.
The classes in 4E feel so restrictive because they're meant to be. You're supposed to pick a single class and go with it for all 30 levels!
I know. That sounds like a total "well duh dipshit wake the fuck up" thing to write, but like I said... epiphany.
In my mind, the class has always been just a tool to help with the realization of my character concept. If I want a melee fighter who uses touch spells I start with a monk and then add in either sorceror or cleric levels. If I want a stealthy warrior who uses twin short swords I go ranger and rogue. And so on.
I can't do that in 4E because once you pick a class, that's it. You're locked in for better or for worse. Til death or TPK do you part. You might look wistfully at that other class and wonder what it would be like to be that for just a weekend, but at best you can flirt by using a multi-class feat.
Upon realizing that it became clear that to fully enjoy 4E I need to change the way I make my characters. I can still start with a concept (ie. storm themed caster) but I have to pour over the potential class and find the one that'll be the best fit.
I did exactly that with the PHB2 as I considered switching my current character from a wizard to a sorcerer.
On the one hand, the sorcerer dragon magic path is a nice fit for my Dragonborn. On the other, the sorcerer powers (for the heroic tier anyways) don't really fit the storm theme I want. There are some lightning and cold powers but nothing that really screamed "this is the character I want".
So, although the wizard class isn't perfect it is comfortable. So I settled.
Of course, when one settles for less than perfect it's only a matter of time before you start thinking of divorce.
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