Our group has been playing 4e since it was released, which has been for, what, fourteen months? Our party is level four.
At this rate, if I don't kill the party outright, we'll have explored the field to thirtieth level by 2018. We'll have missed Fifth edition by then, but might be willing to try 5.5.
Instead, I've proposed to our group that I start doubling the XP per encounter; this means reducing the number of encounters by half, of course, so the party doesn't advance beyond the challenges. This is actually quite tricky when it comes to the Wizards pre-made modules, because the "dungeons" are laid out in a way that all of the encounters matter -- they aren't there just to give the party something to do from point A to point B. And it's not as simple as just cutting each encounter in half, because the challenge is no longer there.
But why are we doing it? Again, to see the higher levels of 4e in our lifetime; whether that's to determine whether we'll stick with 4e at all (after having given it a fair shake) or just to finish a campaign and start up a new, homemade one, depends on who you ask in our group.
Not that I'm in a hurry to abandon the Wizards pre-made modules. As Griff just mentioned, the treasure is much more balanced -- according to their own rules! -- than the 3.5 modules. I started to feel really bad for sticking to the 3.5 modules as written. I will be adding an item or two, and a little treasure, to this current adventure, just to pad it up to the "parcel" level described in the DM's Guide, but it's not a huge addition -- if we had a party of five characters, I might very well not do it, but since we're six, it's a little more noticeable.
One of the things I'm enjoying, as we advance through these modules, is getting to play new monsters. Griff and I have both mentioned how we like the new monster design, where many of them have that signature power or ability, like the kobold's shiftiness, or the hobgoblin's phalanx. It's one thing to read it in a book, but it's another to put it to practice (if you remember, that is).
In fact, I was actually disappointed last session when one of the new monsters, a dire wolf (oops -- forgot to mention it was dire, did I, guys?) never got to use its signature ability. Griff even posited that the creature should have been able to knock the characters prone, and to watch for it, but the triggering environment for that ability, which the dire wolf does indeed have, never occurred. Good for you, young party of adventurers!
Also from our last session, there was one of those moments that sticks in the minds of the players for years to come (such as my cleric getting attacked by every animated object we encountered, a party member using a rod of lightning through the whole party "for the greater good", the aforementioned cleric, heavily clad in armor, crossing a rickety bridge safely, while his lightly-armoured companions behind collapse into the fast-flowing waters, one losing their prized magical rapier...)
A hobgoblin ran up a flight of stairs and leaped upon the back of said dire wolf in a flourish, landing and firing an arrow in one fluid motion -- only to be hit by Griff's wizard/fighter hybrid with a thunderwave spell, unceremoniously dumping the hobgoblin from the back of the wolf, tumbling down the stairs, landing flat on his ass. Perhaps the rest of the group won't remember it as I do, but the visualization of that sure stuck in my mind. And this is why I play this game.
Showing posts with label levelling up. Show all posts
Showing posts with label levelling up. Show all posts
Wednesday, July 22, 2009
Friday, June 27, 2008
Where's the magic?
I just don't feel it any more. Maybe that "new car smell" has worn off of 4th ed, but I'm becoming increasingly disenchanted (pun intended) with the magic system. This past level up has been the most boring level up ever. It was just one ho-hum after another.
Now, I'm hoping that later levels will get better. The addition of the big hitter spells, err, sorry "powers" should help. But so far at least I've got very little to look forward to.
Sure, it’s nice that my wizard never runs out of his at-will powers, so he can reliably drop Scorching Bursts on bunched up enemies. Or Thunderwave them away if they get too close.
Next round? More of the same. Yadda, yadda, yadda.
I understand that their game design called for giving the melee classes something “cool” to do each round. As opposed to simply picking your target and rolling a couple of dice. Maybe, once in a while, a feat would come into play. Or some special ability from a magic item. I guess that the designers felt this was boring, for some reason.
Well, congratulations WoTC. Fourth edition has given the melee classes a bunch of powers to use every round. Now instead of just “attacking orc ‘A’ with my sword” you “attack the orc skulker ‘a’ with my at-will ‘Powerful Strike’”.
But seriously, is this really any different?
Worse yet, they’ve reduced spellcasting to the same wash-rinse-repeat cycle. Instead of carefully planning my spells and choosing just the right moment to use them, I now blast away with the same one over and over. Someone wake me when combat is over.
Oh! We leveled up? Woot. I guess. I get what? A utility power? Woopdeedoo.
The magic is gone.
Now, I'm hoping that later levels will get better. The addition of the big hitter spells, err, sorry "powers" should help. But so far at least I've got very little to look forward to.
Sure, it’s nice that my wizard never runs out of his at-will powers, so he can reliably drop Scorching Bursts on bunched up enemies. Or Thunderwave them away if they get too close.
Next round? More of the same. Yadda, yadda, yadda.
I understand that their game design called for giving the melee classes something “cool” to do each round. As opposed to simply picking your target and rolling a couple of dice. Maybe, once in a while, a feat would come into play. Or some special ability from a magic item. I guess that the designers felt this was boring, for some reason.
Well, congratulations WoTC. Fourth edition has given the melee classes a bunch of powers to use every round. Now instead of just “attacking orc ‘A’ with my sword” you “attack the orc skulker ‘a’ with my at-will ‘Powerful Strike’”.
But seriously, is this really any different?
Worse yet, they’ve reduced spellcasting to the same wash-rinse-repeat cycle. Instead of carefully planning my spells and choosing just the right moment to use them, I now blast away with the same one over and over. Someone wake me when combat is over.
Oh! We leveled up? Woot. I guess. I get what? A utility power? Woopdeedoo.
The magic is gone.
Labels:
at will,
attacks,
boring,
levelling up,
spell casting
Sunday, June 22, 2008
Adventures in 4e
We finished our third session of 4th edition last night.
So far, this campaign has been very combat heavy, partly by the design of the module, but also based on the choices the players are making. This means we've been putting the combat system through the loops, and so far, I'd say it's standing up.
The issue of level one characters and their meager hit points in earlier editions (such as the ever-vulnerable wizards and sorcerers) is long gone, and good riddance. With the new starting hit points, everyone can take a smack or two. Granted, with the new role idea, the controllers such as the wizard really shouldn't be taking too many smacks anyway, with the defender supposed to be, well, defending, but everyone has their own play style, and it hasn't turned out dismally for that.
We've had a lot of close calls, a few characters on their way to dying, and I think all in all the level 1 encounters have been very balanced for how involved they have been. This last encounter had many more foes than you could ever shove into a 3rd edition encounter, no matter how small you made the enemies. This gives a very nice realism and flexibility that I've mentioned before -- early encounters are not limited to four or five maximum.
The healing issue is still a sticky point with me. It was nice that each character could use a second wind during the encounter, and Crwth the cleric expended every bit of healing magic he could muster -- which isn't much at first level. I suppose I need to remind myself that even in 3e, I wouldn't have that many Cure Light Wounds spells at my disposal either, so given the amount of damage being dealt to the party, I don't know that we would have fared any differently. Still, for a cleric, the iconic healer, to be able to do nothing for his party members except stabilize with a skill check that anyone might have made, it felt disappointing. Some sort of at-will gain-one-hitpoint power or something would be nice. As it is, the paladin is just going to rest there for a bit as she recoups.
I think action points have become welcome to everyone. In this last back-to-back set of battles, every character used an action point to persevere, which helped demonstrate the heroic nature of the party, beating all odds by tapping every resource they have. And tap they did -- I think every Daily and Encounter power was used up as well.
Some of the new combat rules were used effectively by both the enemy and the party. Using party members as cover for the strikers worked well, and the ability to knock a target unconscious with the final blow, instead of killing them outright, was also used -- perhaps a bit oversimplified, but definitely less of a hassle than trying to do subdual damage to accomplish the same thing in third edition.
The party also had their first skill challenge last night, which was barely successful. I can safely admit now that it was an impromptu one, not anticipated by the module, but which played out well, until someGriff who shall remain nameless got a bit greedy.
The talk of combat being faster, though, I do not agree with. There are still tactics to be decided, things to look up (even once it's a familiar ruleset, that won't fully go away), and other tricks (on the enemies' side) that prolong things just when the party thinks they're done. Even with a late start, the back-to-back combats lasted until after 2:00am.
All in all, a very accomplished night. The party has reached second level, which isn't as exciting as it was in older editions; no class-choosing, rank-ascribing, hit-point-rolling... everything is very simple -- too simple, in my opinion -- and quick. I planned the next 20 levels of Crwth in a few minutes, which does take a bit of fun out of it. One feat, one utility power, add some static hit points, and increasing a handful of values up by one. That's it!
So far, this campaign has been very combat heavy, partly by the design of the module, but also based on the choices the players are making. This means we've been putting the combat system through the loops, and so far, I'd say it's standing up.
The issue of level one characters and their meager hit points in earlier editions (such as the ever-vulnerable wizards and sorcerers) is long gone, and good riddance. With the new starting hit points, everyone can take a smack or two. Granted, with the new role idea, the controllers such as the wizard really shouldn't be taking too many smacks anyway, with the defender supposed to be, well, defending, but everyone has their own play style, and it hasn't turned out dismally for that.
We've had a lot of close calls, a few characters on their way to dying, and I think all in all the level 1 encounters have been very balanced for how involved they have been. This last encounter had many more foes than you could ever shove into a 3rd edition encounter, no matter how small you made the enemies. This gives a very nice realism and flexibility that I've mentioned before -- early encounters are not limited to four or five maximum.
The healing issue is still a sticky point with me. It was nice that each character could use a second wind during the encounter, and Crwth the cleric expended every bit of healing magic he could muster -- which isn't much at first level. I suppose I need to remind myself that even in 3e, I wouldn't have that many Cure Light Wounds spells at my disposal either, so given the amount of damage being dealt to the party, I don't know that we would have fared any differently. Still, for a cleric, the iconic healer, to be able to do nothing for his party members except stabilize with a skill check that anyone might have made, it felt disappointing. Some sort of at-will gain-one-hitpoint power or something would be nice. As it is, the paladin is just going to rest there for a bit as she recoups.
I think action points have become welcome to everyone. In this last back-to-back set of battles, every character used an action point to persevere, which helped demonstrate the heroic nature of the party, beating all odds by tapping every resource they have. And tap they did -- I think every Daily and Encounter power was used up as well.
Some of the new combat rules were used effectively by both the enemy and the party. Using party members as cover for the strikers worked well, and the ability to knock a target unconscious with the final blow, instead of killing them outright, was also used -- perhaps a bit oversimplified, but definitely less of a hassle than trying to do subdual damage to accomplish the same thing in third edition.
The party also had their first skill challenge last night, which was barely successful. I can safely admit now that it was an impromptu one, not anticipated by the module, but which played out well, until someGriff who shall remain nameless got a bit greedy.
The talk of combat being faster, though, I do not agree with. There are still tactics to be decided, things to look up (even once it's a familiar ruleset, that won't fully go away), and other tricks (on the enemies' side) that prolong things just when the party thinks they're done. Even with a late start, the back-to-back combats lasted until after 2:00am.
All in all, a very accomplished night. The party has reached second level, which isn't as exciting as it was in older editions; no class-choosing, rank-ascribing, hit-point-rolling... everything is very simple -- too simple, in my opinion -- and quick. I planned the next 20 levels of Crwth in a few minutes, which does take a bit of fun out of it. One feat, one utility power, add some static hit points, and increasing a handful of values up by one. That's it!
Labels:
action points,
campaign,
combat,
healing,
levelling up
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