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Keep on the Shadowfell
Posted On: 05/10/2008 22:34:57

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



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Viewing 1 - 6 out of 6 Comments

06/13/2008 09:55:15

After having my area affect spells nerfed by my DM, I asked that we use some maps or visual representation to figure out the distances invovled in future games, so a ranger or rogue knows whether he is in charge range, or should bust out a ranged weapon.

It sucked without the maps, because I as a character don't know what weapon to equip, what spell to cast, or even to cast a spell, if I can't see the distances involved, the angles and relation to the other monsters and characters (so as not to hit my fellow adventurers).

Using the maps forced our DM to think about monster placement more carefully, rather than try to hamstring/handicap the adventurers to make a simple goblin smash into something more difficult than it really should be.

I often found that with some DMs who don't want to use the maps or figures, that they had a tendency to try to nerf a mighty Sorcerers area affect spells because he/she was "wasting 5th and 6th level spells on 20 goblins"

Well, Damnit that what area affect spells are for! I can't use an area affect spell without knowing what the area friggin looks like!

But when I play my halfling super rogue, I'm all about the Roleplaying (stealing from NPCs, conning NPCs, etc. etc.) in the local town/inn/Waterdeep. The maps get in the way of Roleplaying and interactions between players, and is more of a distraction in town or out on the trail.

As a rogue I like to wanted to be able to see how I could get my sneak damage from behind/ flat footed and flanking modifiers by knowing how far away the monsters are, and where they are in relation to others and my DM is usually more foregiving with my Rogue character, giving me plenty of Sneak Attack and Flanking opportunities without saying (he's too close to another monster and you will get hit with an attack of opportunity)!


So, I guess the map/no map, figs, no figs argument has pros and cons on both side.

In combat, they are the difference between having a fun night of killing lotso monsters and feeling jipped by not knowing what the combat looks like.

Out of combat, travelling on the road in an ancient forest, sneaking down a dark Waterdeep alley, or in the temple praying to the Gods for help and advice, the maps will be extremely annoying distractions.



06/13/2008 09:28:18

How do you think MageKnight 3D Dungeon packs will work instead of the maps for custom campaign settings? The squares look a little smaller, maybe the 3D squares can be split into 4s?

We always played with the 3D MK Dungeons in our 3.5 campaigns

Me personally, I like having an acurate representation of the distances and placements of monsters. It helps me visualize the combat so that I can get a decent idea of how to aim my Sorcerer area spells like Cone of Cold (in 3.5).

Often I would feel cheated by my DM how the monsters are positioned in the room and he would look at me like I'm some kind of idiot for asking, and asks me what I want to do!

Its like he wants me to ask, and then I know somehow he will cheat me on the number of monsters I can hit with an area spell and I have no visual representation to know what type of spell to cast.

For instance, in 3.5, if I knew I could only hit 2 monsters with a Cone of Cold, it might be better to hit them with a Magic Missile or a Prismatic Spray, rather than waste a higher level spell only to have my DM tell me that its area affects were essentially wasted.



05/13/2008 16:07:06

Nice review... I will be running the mod shortly after it comes out and it is nice to know what issues I might have. I am tierd of all the pure negativity on the WotC boards and the Enworld boards...

Thanks for the insights! 



05/11/2008 17:32:19
Well, that is refreshing to hear, at least.  Perhaps it's just the newer breed of gamers that have cropped up locally. There are some bright points, however, like Iron Devil and his bro who I have gamed with. He's trying to grow as a gamer and working to leave behind the roll and embrace the role.

-Eli


05/11/2008 15:38:55

Since
I play lots of Mekton, we use a battlemat all the time.  With D&D
moving towards a more mini-centric system, it isn't a problem for me.

Interestingly I haven't see that sort of mentality with all players, some get into things and use the terrain or descriptions to make the game more interesting.  Others though do revert to roll to hit mentality, so I understand what you are talking about.


 

 



05/11/2008 13:52:28
Is it just me that is bothered by the whole maps thing in 3.5 & 4th ed?

I know that in the past I have used miniatures and play mats, when needed, but they seem to have become an integrated part of the game. For me this always seems to come at the expense of role-playing. It makes combats linear and reduces them to "I hit it with my sword" mentality. Most of the newer games I've seen demoed at shops and cons seem to very much fall into a psuedo miniatures game with role-playing overlayed instead of a role-playing game with miniatures used as an aid.

-Eli



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