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Post by reiphil on Nov 24, 2009 0:27:22 GMT -8
Hey guys, just wanted to open a board for discussion and feedback about the current adventure. Also, feel free to throw in any suggestions or ideas that you might want to see in future adventures.
But to start, how did you guys enjoy the first dungeon, Samale's Keep? Too difficult? Did it make sense? Did the whole Ocean's Twelve motif seem overdone?
I think the entrance into the next "dungeon" will have some enjoyable, creative encounters, but I may adjust them if you guys think that the current difficulty is too high, etc.
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Post by earthwizard on Nov 24, 2009 9:12:03 GMT -8
I think Samale's keep was cool. I didn't think it was too difficult. The traps were annoying, but I think they're supposed to be that way, and that's exactly what kobolds do, so kudos. Well done dungeon.
I mentioned before that I never saw the Ocean's movies, so those references were a little lost on me. I liked the plot development.
The ambush had me worried for a moment, because I thought we were getting spread out as a party and not focusing on one guy at a time. Though, in retrospect, I think we had the right battle plan. Those archers were too dangerous to leave uncontested, and they didn't prove too difficult to drop.
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Post by kore on Nov 24, 2009 11:16:44 GMT -8
I thought the encounters were great! The traps made for an interesting challenge. What other Ocean's references were there, if any, excluding the "fox" and breaking into the the room with explosives (Ocean's Eleven)? Either way, definitely not overdone.
Yeah, the traps were annoying. Buuut, I should have been more proactive about being cautious; I feel I kind of dropped the ball by spearheading into each room, with little thanks to Harbek, and clearing the mine field with my character. If the warnings from the NPCs about kobolds weren't enough, tripping the wire closing off the entrance and walking onto that first trap in the first encounter should have made me more cautious for the second encounter, and I wasn't.
Either way, what is most bothering to me is that I would like to imagine that my warden is experienced enough to have taken in her surroundings and the nature of the enemy and be more aware. Inexperience with the game may be a deficiency on my part, but there were enough clues in place to put things together.
My only concern is the rate at which I'm burning through healing surges. I think it's cool that Durnalla gets bloodied every encounter and then bounces back and then bloodied again. But it seems to happen a little too easily or frequently. I sense a deficiency in Durnalla's AC but I've done just about everything I can to increase her defense; heavy shield, hide armor, use CON to determine AC, etc. Durnalla seems to be more of a meat-sack than a hardened defender. Suggests would be great in this respect.
The campaign is definitely engaging.
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Post by reiphil on Nov 25, 2009 21:30:37 GMT -8
Heh, yeah.. I think i screwed you over pretty hard in the first encounter with the super bad ass archers... hopefully the rest of the day doesn't go the same. But as a note, you can have Mike do some of the tanking as well. He generally gets in AFTER you've marked and wants to remark but doesn't know if he should or shouldn't. Yeah... The Brellan Ravens (aka Antivan Crows from Dragon Age ) are something you're gonna have to deal with sooner or later. Hopefully later so you guys can get ambushed more
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Post by reiphil on Nov 25, 2009 21:31:38 GMT -8
The ambush had me worried for a moment, because I thought we were getting spread out as a party and not focusing on one guy at a time. Though, in retrospect, I think we had the right battle plan. Those archers were too dangerous to leave uncontested, and they didn't prove too difficult to drop. The archers had 59 hp. If you guys didn't spread damage on all 4 at once, i'm sure you ugys would've killed one per round. heh.
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Post by kore on Dec 8, 2009 11:14:08 GMT -8
Hey everyone, I just want to throw this out there so that everyone in the group is aware:
For my part, it's really important that we finish by 7pm or shortly thereafter, like 5-10 minutes tops. When I pitched the whole "I'm going to start playing D&D every other Sunday" to my wife I told her I would be home shortly after 7 so I could play with my boys and see them to bed; life is busy for everyone and if one doesn't dedicate the time to something it gets overlooked.
I've joked in the past about "needing my fix" but to an extent, since I've limited myself to playing every other weekend, I am like an salivating addict and two weeks seems like an eternity to me. I really look forward to playing and chatting with everyone each time we meet, especially since most everyone seems to share similar humor, personality, and/or interests.
And so there aren't any misunderstandings about the purpose of this post, I'm cool with the pace of the sessions we have. I would really like to have three encounters every session as much as everyone else probably does, but perhaps the party is too big for that now. Otherwise, other important things about the game get sacrificed, like narrative and RP. I think implementing the time limit on turns is great, most of you know that in the past I haven't been the speediest of players. But, so that everyone knows, I would greatly appreciate it if we could stick to a 7pm ending time.
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Post by The Keeper on Dec 8, 2009 14:18:39 GMT -8
Hey everyone, I just want to throw this out there so that everyone in the group is aware: For my part, it's really important that we finish by 7pm or shortly thereafter, like 5-10 minutes tops. When I pitched the whole "I'm going to start playing D&D every other Sunday" to my wife I told her I would be home shortly after 7 so I could play with my boys and see them to bed; life is busy for everyone and if one doesn't dedicate the time to something it gets overlooked. I've joked in the past about "needing my fix" but to an extent, since I've limited myself to playing every other weekend, I am like an salivating addict and two weeks seems like an eternity to me. I really look forward to playing and chatting with everyone each time we meet, especially since most everyone seems to share similar humor, personality, and/or interests. And so there aren't any misunderstandings about the purpose of this post, I'm cool with the pace of the sessions we have. I would really like to have three encounters every session as much as everyone else probably does, but perhaps the party is too big for that now. Otherwise, other important things about the game get sacrificed, like narrative and RP. I think implementing the time limit on turns is great, most of you know that in the past I haven't been the speediest of players. But, so that everyone knows, I would greatly appreciate it if we could stick to a 7pm ending time. Yeh, I thought the time limit to turns would be a great idea because sometimes turns drag on way too long. It's understandable if a given turn is long due to Action Point, discussion of a ruling, higher tier of play, etc but for the most part a turn can be finished with in 30 sec to a minute. Phil did a good job to only using the timer when a turn started to get long rather than continually reset the thing every player's turn. I'm glad that the timer is getting good feedback. I planned on using it in m y game but to be perfectly honest, I wanted Phil and his game to be my guinea pig lol.
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