Thursday, June 11, 2020

Four Against the North

So the first play-test went pretty well and we managed to get characters rolled up and a quick romp into the woods.  I'm choosing to run the game as a West-Marches style campaign where there is a safe town the adventurers sally froth from and there is the wild wilderness full of all manor of encounters to be met and dealt with.  I expect lots of death and seat of the pants escapes.

Rolling up the characters was fairly fast with more time spent getting the book downloaded then actually making the characters.  The rolling was quick and then some time was spent explaining the classes and races but it went pretty quickly. Then we rolled for staring money and players equipped their characters.  It all went off with little issue, although there was some initial confusion about the skills, especially how crafting would work.  I chalk that up to the word being used so much in video games, but it did bring up a good point related to if crafting could be used to make potions.  

I have highlighted Potions as something I wanted to look into in the next release since up till now they were just the Divine version of scrolls, a way to make temporary magic items from spells, and not too thought out.  I am leaning toward the idea of making potions recipe based instead
The town
of spell based which would be another thing crafting could be useful for.  In the past I've really only used a handful of potions, like healing, invisibility, resistance etc and those don't really map directly to any one spell so treating them like a magic item instead of like a liquid scroll seems like a good move.  I would put a few recipes in the rules, made up of monster and rare plant components as well as having spells cast on them and so forth.  I think that would be good fun.

Anyway once characters were made I dumped them into a wagon heading into town (hehe) and had the driver explain that only crazy people came here to make their fortunes.  He also said that there was a river to the north and everything over that river was the wild lands.  They talked to some local people to find out some basic information and then they headed out.  Pretty quickly they had an encounter with 3 wolves (2 HD d6 AC14) and we got to test the new initiative rules.  I thought they worked pretty well, in the first round the wolves attacked first (D6) and the party did not roll very well I was worried that the wolves might have been too powerful for them.  Next round the wolves went last and the Druid managed to get off an entanglement spell that dropped their AC from 14 to 8 and the others got in a few good licks.  Again the wolves rolled poorly for initiative and the party was able to finish them off.  The last round saw a critical hit and a very solid damage roll so the battle ended on a high note although the party was down quite a few HP.  It was getting late and so they returned to town to recover.

I know that a lot of people will get worried about rolling initiative every round and thnk it takes too long, but I really enjoy the dynamic nature of these combats as fortunes do change and players are reacting to that as opposed to knowing which order they will act in for the whole combat.   The extra benefit of using the Mike Mearles idea of action based initiative was people caught on right away instead of the old phased combat approach which was always a bit hard to explain to players.  I did come across an issue of omission that its not always clear if monsters are using heavy or light weapons in melee attacks and I think that I might just have monsters use their HD as their initiative roll, so the larger, more powerful they are the slower they are to react.  I like the idea of a wolf using a d6 but an Ogre using a d10 for their initiative roll.  I'll have to see how that works in practice.

So all in all a good session, looking forward to more to come.



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