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Re: [RPG]: [Fantasy Week] Dungeons and Dragons 4th Edition Player's Handbook, reviewe
Only briefly, as adult life interferes with such hobbies.
I playtested some 1st and 5th-level encounters on my own, by myself, just a traditional Fighter-Wizard-Cleric-Thief party versus some sample encounters from the online adventures you can get on DNDI. I haven't tried anything higher than Heroic Tier to see if it keeps the 'sweet spot' the designers kept mentioning.
It plays very, very fast. That I like. Also, Monsters are just easier to read and focus on the one major strength they have, which is useful as well for roleplaying purposes.
I worried at first that PC's might be too powerful, but with Healing Surges and stuff, Monsters often have nasty surprises that happen mid-fight.
The hobgoblins for example, have encounter powers to roll a quick save against anything that can cause ongoing damage. After watching them brush off my Acid Arrow damage as SOON AS THEY GOT HIT kinda freaked me out.
Fighters being able to mark frontline critters is actually a very effective tactic that I glossed over when I first read the rules. Said hobgoblins could be 'herded' to some degree and then the Wizard could use Scorching Burst when they got bunched together.
Skill challenges seem like they'd be fun if you went ahead and roleplayed as you rolled the dice. I reminds me of Torg and drama cards, to some extent.
All in all the act of rolling the dice and cranking through encounters has become (in my opinion) far more entertaining.
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