Today I had a chance to run a quick demo (two encounters) using a store copy of Keep on the Shadowfell, the first 4th Edition D&D module. The module comes with 5 ready to play characters, 3 double sided maps, a quick start set of rules and the adventure.
First, the price tag was 29.99, which seemed a bit expensive, until I had a chance to look at the maps, which are pretty decent. Overall I like this adventure much better than the others WotC has put out in the past, since it was pretty much plug and play. I found some counters and miniatures, threw the map down and ran. Easy as pie. The format of the adventure is a good compromise between a boxed set and a soft cover adventure.
As for game play, we had may son Ethan (16) and Joel (10), along with "thegoblin" and KillerDM. Overall I enjoyed running the game but there were a couple of sore spots.
One was getting used to asking for which defense was being attacked. When I run D&D, I am so used to saying, 22 and having the player understand that I am speaking about Armor Class. Not a fault of the system, I just need to wrap my head around the new defenses.
Another problem that I noticed, which I expected, was marking. While the idea of marking is good, it is hard to track. Now for players, marking is great. They only need to remember who they marked and remind me. For monsters which mark on successful hits, things get a little harder. Since you can only have a single mark on you at a time, this isn't a huge problem but it got confusing after a bit and I stopped having the monsters mark anyone.
I liked the resiliency of the characters, while they appear unstoppable, are not. It was nice to be able to beat the dwarven fighter down and watch him stand up, wipe the blood off his face and keep fighting after the cleric healed him.
I love the way that the cleric can contribute to the combat without having to spend all of his actions healing others. He can take an action and give up a healing word to really pump up his allies, or use the healing strike (I'm not sure of the name) to hit an enemy and also heal a nearby ally as well.
For the youngest player at the table, Joel, I think the system was MUCH to complex, but I feel the same way about 3rd Edition as well. Joel is just now starting to grasp how his Star Wars character works, by watching how other people do things, but I worry that 4th Edition will be harder for him because every class is different.
As for running the game, I think that the GM can come to game with less preparation but will need more organization during play. There were lots of conditions, ongoing spell effects, and people on fire, all at the same time. Basically there is lots of stuff happening and both players and GM need to keep track of them all.
All in all, I had a great time, the system feels faster, you can have loads of monsters attacking the group and every type of monster is different, kobolds move around the battle field, orcs gain inspiration (HP) from hurting others, etc. I really like the exceptions based designs WotC is using and I'm looking forward to June 6th :)
Tags: 4E D&D