Showing posts with label economy of action. Show all posts
Showing posts with label economy of action. Show all posts

Thursday, September 16, 2010

...So, About My Game...

(Last Direct LJ Re-Post for a while, I swear. This one is, surprise surprise, after the first session of my current game. Context is so awesome.)

All right, finally, I'm gonna talk about the game I am running in specific. I have five players, all girls, only two of which (not counting myself) are currently playing another tabletop game. Two others have played before, but not for years and not 4e, and one has never played a tabletop game ever. The party makeup is as follows:

Juuntzi -- Shadar-Kai Avenger (Never played 4e)
Rory -- Halfling Trickster Rogue (Never played 4e)
Dhalia -- Deva Invoker (Also plays in Chessenta)
Aretha-- Deva Artificer (Never played tabletop before)
Dian-- Human Cleric (Strength) (Also plays in Planescape)

So, if you know anything about 4e roles, the first thing you'll notice about this party is that there is no defender. the Avenger has also spiked Dex, which was an interesting choice, but I believe she's gone with the Pursuing Avenger build, which is all right for that. The only one with a Strength score at all is the Cleric, which is all right since there is a second Leader in the party to heal her. The most interesting thing about that is how much of the party decided to go for daggers (the Rogue, the Artificer, and I think the Avenger are all using daggers)-- we'll see how that goes in the long run.

I suppose that the adjective which applies here is 'naturally'-- naturally, this is a fairly roleplay focused group, but the interesting thing that I've noticed is that there isn't really more rp than the other games I'm in. This may have to do with how, since everyone is pretty new, the level of tutorial and rules/strategy table talk is pretty high, and this group may want to cut it out later, but I'm unsure on that. There's a lot of table talk in my other games, and, at least in those, since pretty much everyone is involved in it and setting up what they're going to do, it doesn't slow things down too much. There are certainly games where it could, and I've been in games (though I've been playing 4e with pretty much the same bunch, so those not so much) where the chatter just got obnoxious. We'll see how it goes. Either way, the introductory bit, where the party got their instructions from the half-elf components merchant who has hired them, went pretty okay, and the party used it to help them get into their characters by and large. The Rogue and the Avenger, as it was pointed out-- probably by Dian or Aretha, I don't remember which-- are set up to be quite the pair of Trouble Twins, both being thieves by profession. The Invoker, Dhalia, and the Artificer, Aretha are fairly quiet by comparison, and Dian the Cleric is the grounded, Rational One.

A moment about Clerics in this campaign. All PCs have the option of worshipping a pantheon of 6 gods called a Giedame; they can choose from any deity in the game, or the ones I've created. They can only purchase god-related feats (or Channel Divinity powers) that are for a god in their pantheon, and, though it's a bit rules-breaky, I am allowing Clerics to use an extra Channel Divinity power that is specific to one of their 6 gods once per day, which does not count towards the 1 Channel DIvinity power per combat. I may also make that for divine classes in general, though I'm still mulling it over. I'm not really worried about the power level in this game just yet, though that may well change.

As they left the tavern and approached the curio shop which is the entrance to the Dungeon, I threw them directly into combat with a bunch of goblins that had come out of there-- the party is not sure why, natch. Being that this was my first time running a 4e combat, I went with a fairly basic spread-- 1 3rd level Goblin Hexer (controller/leader), two Goblin Warriors (1st level skirmishers) and 7 ist level minions.

The important thing to keep in mind about goblins, who are sneaky little bastards, is this right here:

Goblin Tactics (At-Will)
Trigger: The goblin is missed by an attack.
Effect (Immediate Reaction): The goblin shifts 1 square.

All of the goblins have this. This is compounded by the following power of the Goblin Hexer:

Incite Bravery (immediate reaction, when an ally uses goblin tactics, at-will)
Ranged 10; the targeted ally can shift 2 squares and make an attack.

But initially, they had just seen the two warriors, who were behind the rogue and the Avenger in the initiative order. So Rory and Juuntzi decided to try their hand at tanking, ran as close as they could, and started throwing daggers and oaths around, to some effect. The Warriors, being skirmishers, skirted the group and threw javalins, getting +1d6 to their damage if they moved at least 4 squares. Then came the minions-- all seven of 'em, dogpiling on the closest good guy-- in this case, the poor halfling.

Which is why controllers are awesome. When it came Dhalia's turn, her Area Burst 1 attack took out all but two of the minions, bam!

Then came the Hexer, who has a lockdown ability that resets, a blinding ability, and this awfulness:

Vexing Cloud (standard; sustain minor, encounter) Zone
Area burst 3 within 10; automatic hit; all enemies within the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer can sustain the zone as a minor action, moving it up to 5 squares

After a couple of turns, the Warriors were finally locked down into melee with the Avenger, and the Rogue was locked down by the the Hexer's Stinging Gaze, which does 3d6+1 if you move on your turn once it's hit you (save ends). Un-fun. This is also the part where Goblin Tactics and Inspire Bravery started to really suck, as the goblin warriors kept getting an extra attack on Juuntzi, while trying to be sure that they were both adjacent to her at the same time. She did a pretty good job of this when it came time for her to use her Oath of Emnity, and poor Rory did the best she could with ranged attacks. So the Hexer decided to help out his buddies by dropping the Vexing Cloud on Rory, Juuntzi, and the Warriors, and then high-tailing it out of there.

At this point, the Cleric decides to charge the Hexer. And we start to get into that whole Economy of Action thing that I love so much. All class healing, and quite a lot of general healing is done as a minor action, which means that Dian can heal Rory after her pummeling, then charge down and try to smack that Hexer. Which she does successfully, because her melee basic attack is pretty darn decent.

But yes, you heard right, those of you who don't play 4e and don't know why anyone would. This is why. Because the party healer can heal you in combat, and also hit things ever. Also, most Leader powers, in addition to doing damage, hand out smexxy buffs to the party. This does not mean the other classes are short-shrifted, oh no, they can grant movement, combat advantage, knock things prone, and do all kinds of other stuff to help everyone out. So yeah, you're a team, in mechanic as well as attitude. And no one is useless. Really, you want everyone to be as effective as possible, because if you all as a party are running at max efficency, you are bloody unstoppable. It takes time to get there, of course, but yeah. It's a really cool feeling to me-- that no really, you'll pass up something that might upgrade you, if it means making up an item deficit for another party member. Also, resource management matters to everyone. No one is standing there looking and feeling useless because they're out of stuff-- only if they've gotten stunned or something. But I digress. If there had been no other changes but this, I would swear by this edition for it. But moving on.

Unfortunately, the Hexer's rolls were all really gross, and he wound up blinding poor Dian (save ends) and locking her down with a reset Stinging Gaze. Doubleplus not-awesome. She wound up going down shortly, as one of the warriors and the last were dispatched and the Hexer and the other Warrior tried to take off. Which is why having a second Leader in a Two Striker Party is so very good an idea. The Artificer, having not spent any of her heals yet, was able to get in close burst 5 and get Dian up within the round, and the party chased the Hexer down-- while being careful to stay on the outside of the gawd-awful zone that the Hexer was hiding in. The Avenger pulled him to the edge of it, and-- I forget who killed the last warrior-- but Aretha nailed the Hexer finally for Exactly Enough damage. It was at that point that I realised that the only one who did not have a magic weapon/impliment was the Invoker, who had had some issues with the fight-- fortunately, the Hexer had a +1 Hexer Rod on him, and she-- well well!-- uses a rod impliment. So that worked out well for everyone.

The party now being free to explore the curio shop and the dungeon entrance, they did so, and this is where I'll stop, though they did some more exploring-- one because this is getting very long, and two, because that encounter is not entirely over. I did it as sort of an informal skill challenge, which I think I would have preferred to have more... tight? Alors.

Anyway, I want to maunder on the topic of skill challenges some other time, but for now, sine.

Blinded.

(almost done with the direct reposts from LJ. This one is from July, and linky here.)

So, had our first introduction to Paragon tier 4e D&D last night. As I had hoped, Standing In Fire did an excellent write up of it here, and I've some reflections about this aussi, as well as D20 in general, just at the moment.

So, there's no question-- 4e does low level gameplay right. I'm probably going to start my D&D game (which I ought to be picking up next month as a 2Xmonth game) at 1st level, because I /can/ and the power level seems right. 1st level in a 4e game /feels/ roughly equivalent to 3rd level in a 2e/3.x game, largely due to the fact that in previous editions, that's when wizards start to feel useful at all.

As for high-level gameplay... well, we'll see. It's completely changed the game, that's for sure, for both GM and players. For starters, there was already a ridiculous amount of stuff resolving at any given time-- this is especially true for my Revenant Assassin, which I would possibly have a better handle on if I had not started her at 10. Lemme 'Splain.

I adore this character. I cannot stress this enough. She is an awesome undead-dwarf of the badass with the stealth score from the Grim Prison, and probably the first character that I just gave up and min-maxed to all hell, with no hedging. Fortunately, she also seems to work okay in the world, but I digress.

Assassins are these terribly gross, terribly brutal strikers who have a pretty neat not-exactly-marking mechanic-- that is to say unlike marks, it doesn't care whether or not the target makes an attack that includes you or not. It's pretty much a damage-widget that gets a kick at 11th level. Also, they have a built in at-will teleport (you have to begin it and end it next to a creature) that goes up a square at 11th. Also, especially if they are revenants, they can do a whole shit-ton of necrotic damage, because they are the only class at the moment to use the Shadow power source. Combine this with Revenant-- no really, you want to combine this with Revenant. For starters, revenants have the correct stat bonuses-- dex & con-- and there are a bunch of feats specifically for Revenant Assassins, most of which have to do with the Revenant racial power, Dark Reaping. I have a ton of things that resolve when I use Dark Reaping-- first off, I can drop an extra shroud (yon mark-not-mark damage kicker) on my shroud target when I invoke the power (someone within 5 of me drops to 0 hp). Then, when I actually invoke the power (next hit I make before the end of my next turn), then dark reaping does 1d8+5 necrotic damage, and my shroud target takes the full damage of the shrouds on them-- 1 d6+3 (since I am 11th level) per shroud, up to 4 shrouds max. Those shrouds do not disappear, as they normally do when I invoke them. Ja, awesome. I neglected to have anything else happen when I use dark reaping for my feat, but believe me, it was possible. Instead, there's a metric shitton of stuff that happens when I use an action point, including crap that lets me phase through walls and go insubstantial and yeah... it's a mess to keep track of. And worse for the GM, who is doing his best to keep up with all of the monsters that are hitting us at the same time, and well...

Nonetheless. We got to a point where the huge and nasty Minotaur was about to charge a red swath through the whole lot of us-- and lo, but it triggered every nasty thing under the sun-- the hybrid barbarian/runepriest used an immediate interrupt to do some radiant damage and blind it, putting it at -5 to hit everyone, in an already pretty high defense party. This was on top of the 10 ongoing untyped it had from my Shared Suffering Armor, and some fire damage (less, because it was resistant to fire) that it took from an ability of our Mageblade's, that did damage when it moved.

All of this resolved at about the same time. And I don't hardly blame B for throwing up his hands in frustration and amazement. We hadn't expected to be quite as awesome as we suddenly were either. 4e apparently tells you, as a GM, that yes-- at Paragon you've got to increase your game in some pretty specific ways-- but here you run into a serious problem that has scared a lot of people I know off of 4e-- information presentation. The main of the books you'll find are all character stats-- huge lists of powers and feats and racial stats and OH GOD, for crying out loud just download DDI Character Builder already and not have to deal with this madness. Because you're going to miss something. Without question. Or else you're me, and you're going to want to play a class that is only found in Dragon Magazine anyway. I'm starting to feel like releasing PC class books ought to be seriously de-emphasized-- or at least set up for what it is-- and the emphasis switched to getting folks hooked up with DDI, and making it more houserulable (it isn't. At all. Dear Lord.) But the PHBs are pretty much all stat blocks, and that's kind of eye-crossingly frustrating to look at.

the DMGs, the Planes books, and some of the Setting Guides are better, but not explicitly so. Clearly, there's a fall-through when it comes to explaining the balancing math from Heroic to Paragon tier, so it still feels as though you have to fudge things around a lot-- the biggest issue I've seen in 4e is that most DMs will under-stat their monsters in Heroic, thinking that they're throwing stuff that is /way/ too powerful at the PCs... only to have the whole encounter mopped up out of hand. And then there's the one or two who run encounters straight, and nearly wipe the party out of hand. Which leads into my first point of advice for folks who have never run 4e before-- START AT 1ST LEVEL. Getting a feel for how your party plays, and getting them used to using their powers at lower levels is vital, and not something you can do easily if you jump into high level encounters. Modding an existing game without resetting it is a bad idea as well, methinks.... this is not going to feel like the games you've played before. For me anyway, that was /awesome/. I have hated 2e/3.x combat for ages while sort-of enduring it, without being able to put my finger on why I hated it. The answer has to do with economy of action. In earlier editions, you don't have it. Everything is a standard action. Heaven forbid you heal anyone and hit anyone in the same turn! You've got to make a choice between working on killing a d00d, and maybe keeping your other middling damage dealing friend from getting killed-- depending on if you're a cleric, or a wizard with heals (like an Arcana Evolved Magister, which conceptually I do really like), or what. And this frustrates me hugely, even more than the whole running out of spells idea (and don't get me started on spell prep. I am one of those who never got used to trying to gauge how many of what spell I was going to use in a day. When they came out with Sorcerer, I never went back). So...

If I were running this game in 3.x again, I would probably houserule a lot of healing to be minor actions, as long as that is all that they do. I have a much more complicated short-run Dawning Star game (d20 modern) that I seriously need to work on, and the biggest obstacle I have run into is considering how I want to deal with combat, as I really suck at running it (thusfar), and I really hate most d20 combat mechanics. A lot will depend on the nature of the creatures that the players will be fighting, but... hrm. I know, this has gotten fairly far afield of high level 4e maundering, but meh.