I was lucky; I had decided at the last minute to preorder the new hot so I was assured it on the first available day. Turned out there was already a run on the store before I got there, and my copy had been set aside. My immediate thought: “Lot smaller than I thought.”
Turns out the adventure was more of a adventure packet, something you might receive at a six-hour training session if said session happened to be about D&D and they had a relatively good budget. Damn fancy for free, damn disconcerting for $30. Still, it was an adventure, and it technically has a smaller in price than the books proper when they arrive, and, well, I’ve already purchased it...so it was time to crack this open.
The adventure comes with a sixteen page player guide with five pre-generated characters which teach you a whole bunch of things one probably knows already if they are picking it up the day it comes out. Basically, the rules are the same, roll a d20, deal damage, but it’s a lot more streamlined. There are now 15 skills instead of 35, critical hits get nerfed...hard, a whole bunch of the 3rd-edition combat tricks are either no longer available or not being told to use (yah no grappling!), saving throws are a lot...easier, and dying is a lot less likely. These are all good things...it allows for a less spastic gameplay that can’t be easily derailed by some jerk who read too much into the rules.
All of this is, of course, quickplay rules, so there is probably a deeper level of strategy and options that they aren’t telling us yet. We’ll see just what we’re messing as soon as they release the corebooks (another good point: all books available at once. No stupid staggered release that screws you hard for two months.)
The adventure proper starts off normal, with some kobolds, a town in the middle of nowhere populated by very boring people, and a leveling of balancing that is, again, as opaque as hell until we can get our hands on some meat. It also includes three two-sided maps that provide a setting for pretty much every encounter, which is awesome...if only they included the figurines for the heroes. Hell, I’d even pay $5 extra for that, since it would have been pretty simple to plan for.
There’s still a bunch of damn words to read, most of it probably full of the usual plot twists and encounters that can be seen from a mile away, but it’s a starter adventure, geared towards attracting a new crowd more than pleasing the base, so its cookie-cutter plot can probably be excused, because it allows us to play three weeks early. Expect more kavitching later.
Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts
Tuesday, May 20, 2008
Keep of the Shadowfell - First Impressions
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Taquelli
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Labels: DnD, reviews, roleplaying
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