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4th Edition Combat on the ShadowFell

Started by estar, May 23, 2008, 02:07:20 AM

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estar

Here is a blow by blow account of using the quickstart rules with the first encounter.



Surprise Round
Kobolds rolled stealth for a total of 21
None of the party was able to beat that on their perception Roll
The Kobolds have surprise which allows them one action.
The Slinger fires a glue pot at the Fighter rolls a natural 20 inflicts the maximum 9 points plus the fighter is now glued
The Kobold Minions move in a line up the road intending to throw Javelins at the party
The Kobold DragonShields move up behind the Kobold Minions

Initiative
Kobold Slinger 18
Dwarven Fighter 16
Kobold Dragonshield 16
Dragonborn Paladin 14
Human Wizard 12
1/2 Elf Cleric 11
Kobold Minions 11
Halfling Rogue 10




1st Round
Slinger rolls a total of 22 cracks a fire pot on the fighter for 6 points plus 2 continuing fire

The pissed off Dwarven Fighter readies a dagger and throw at one of the minions at long range. He rolls a 19, hits, and kills the sorry kobold minion. He can't move because of the glue, so he re-readies his maul.

Both of the Dragonshields delays, although not in the quickstart it is a common sense rule. They want to wait for the minions to swarm in so they can maximize their bonus for the mob attack.

Dragonborn Paladin moves up and let's loose with his Dragon breath. The close blast 3 effects allows him to encompass 3 minions and both dragon shields. He rolls the totals of 7,22,19,18,17. These are compared the minion and dragonshield reflex score. He hits 2 of the 3 minions and kills them. Both Dragonshields take 3 points each.

The Human Wizard
doesn't move and let's lose a scorching Blast on the remaining minion and the 2 Dragonshields. He rolls a 18, 5, 13. Kills the minion and misses both of the Dragonshields.

The Cleric
moves up and hits the first Dragonshield with a lance of faith with a roll total of 20 and does 9 points of damage and elects to give the Paladin +2 to hit on his next attack.

The last Kobold Minion screams and moves to the Paladin. Rolls a total of an 8 and misses.

The first Dragonshield elects to take his turn and move to the Paladin. The presence of the Minion gives him an extra +1 to hit. He rolls a total of 16 which misses the Paladin 20 AC.

The second Dragonshield also moves and gets an additional +2 to hit because of the minion and the other Dragonshield. He rolls a total of 15 and misses.

The Halfling Rouge moves next to the last Kobold Minion. Elects to a Deft Attack and move two squre further to the right to get behind the Kobolds. This provokes an attack of opportunity from the Minion. Despite the Halfing's total AC of 21 against AoO the Minion manage to hit with a roll total of 23 and does 4 points of damage. The halfling then strikes with his Deft Attack hitting with a roll total of 22 and kills the Minion.

At the end of round, the Dwarven Fighter rolls a 12 and saves against the glue effect. But he blows his roll with a 1 against the fire effect.



2nd Round
The Dwarven Fighter takes another 2 points of damage from fire. He has taken 17 damage out of 31 hit points.

The Kobold Slinger Shifts 1 square to get a better Line of Sight. Roll a total of 11 against the Paladin and misses with his last fire pot.

The Dwarven Fighter Moves up and does a Sprinning Sweep on the 2nd Dragonshield. He wants the Dragonshield prone to finish him off. Unfortunally a roll total of 12 fails against a AC of 16.

The Dragonshields shift 1 square to the left trying to gain a combat advantage on the Paladin. The shift ability doesn't provoke AoO. The first Dragonshield shifts and misses with a roll total of 9 against the Paladin's AC 20. The second Dragonshield shift and also misses with a roll total of 11.

The Paladin does a Divine challenge against the first Dragonshield which marks him. Then swings a Holy Strike with a +2 modifier from the cleric from last round. But he rolls a total of 12 and misses due the Dragonshield's AC 16.

The wizard moves gaining a clear shot at the first Dragonshield. He lets loose a magic missles and rolls a total of 15 which hits as the Dragonshield reflex is only 13, The wizards does 8 points of damage. The first Dragonshield now has taken 20 damage out of 36 hit points.

Because the first Dragonshield had shift next to him the Cleric decides not to provoke an AOO and swings with the mace. The clerics rolls a total of 20 which hits and does 7 more damage to the first Dragonshields. The first Dragonshield is down 27 out of 36.

The Rogue exploits the gap between the Dragonshields and the slingers and moves behind the second Dragonshield. Rouge now has a Combat Advantage as the paladin is on the other side. However the Rouge's total roll of 16 misses the Dragonshield AC of 18.

At End of Round the Dwarven Fighter still burns merrily has he rolls a 2 for his save against fire. (He looking to roll 10 or higher)



3rd Round
Dwarven Fighter takes another 2 points of damage. Taken 19 out of 31 hitpoints.

The Slinger moves further from the fight and decides to try to finish off the Fighter. However a total roll of 15 with the sling misses.

The Fighter uses his Maul for a reaping strike on the 2nd Dragonshield. WHile the total roll of 9 is a miss he still does 3 points of damage to the 2nd Dragonshield. The 2nd Dragon shield has taken 6 points of damage and started with 36 hit points.

Not ignoring the challenge the First Dragonshield swings his shortsword at the Paladin for a total of 9 which misses.

The 2nd Dragonshield swings at the paladin and rolls a total of 23 which hits despite the Paladin's AC of 20. 8 points of damage are dealt.


The Paladin elects to call on his god's divine strength to give +4 damage to finish the first Dragonshield. However the following Holy Strike with his longsword misses with a total roll of 13 vs 18 AC of the first Dragonshield.

The wizard laughing at the cluminess of the Paladin finds himself cursing when his Magic Missile misses the first Dragonshield with a roll total of 10.

The Cleric calls on Divine Fortune to give him +1 to hit. A healing strike with the Mace connects with a total roll of 19 on the 1st Dragonshield. 7 points of damage is inflicted along with the Dwarven Fighter gaining a Healing Surge of 7 points. The first Dragonshield now taken 34 out of 36 hitpoints.

The Rouge still retains combat advantage and rolls a total of 21 to hit the 2nd Dragonshield. He does 24 damages. The 2nd Dragonshild now has taken 30 out of 36 hitpoints.

Note: I plum forgot to use the Kobold's shift ability in this round.

During the End of Round the Dwarven Fighter finally save against fire with a roll of 14.


4th Round
The Slinger runs away after seeing the two Dragonshields bloodied

The Fighter aims to finish off the 2nd Dragonshild and does a reaping strike with his maul. He misses with a natural 1 but still does 3 points of damage.

The First Dragonshield connects with a roll total of 27 and does 9 points of damage to the Paladin

The 2nd Dragonshield shifts to get out of the Combat Advantage the Rouge has over him. He strikes the Paladin and hits with a roll total of 21, Does 5 points of damage.

The Paladin is now down 22 points. He tucks his sword under his shield arm (readies a touch attack), performs Lay On Hands and heals 7 points of damage, then re-readies his sword.

The Wizard is not humored when his second magic missile goes awry with a roll total of 12

The Cleric utters a healing word and the Paladin is healed for another 13 points. Then the Cleric strikes with his mace but misses with a total roll of 13.

The Rouge moves two square to the left with a Deft Attack provocating a AOO from the 2nd Dragonshield. The Dragonshield's roll total of 15 misses the Rogue Ac 21. The rouge then gains combat advantage and strikes. Hitting exactly with a roll total of 18. Does 18 points of damage and the 2nd Dragonshield goes down.



Round 5
The Slinger is running far far away.
The Dwarven Fighter uses his Reaping Strike and misses with a roll total of 15. However the 3 points of damage done on a miss still brings down the last Dragonshield.

Combat Ends


Blackleaf

Very interesting!  Thanks for posting this. :)

I maintain -- it looks like a very different game to me... but I can see that it would be fun, especially if you like tactical miniatures games (eg. Warhammer).  I like tactical minis games too, so that's cool. :)

What I can't imagine is listening to a podcast recording of people playing it (like rpgmp3.com) -- there would be less description of what was going on and more focus on the map and minis.  We don't narrate the movement of all our minis in Warhammer or HeroScape -- and I don't believe most groups would do that with this game either.

People who make maps and terrain for minis games will be very happy with the new edition.*

I can't imagine trying to play it without maps and minis though -- and really, why would you?  I don't try playing WH40K without minis either. :D

* That's not snark -- it makes me think I should start making some maps!

estar

Quote from: StuartI maintain -- it looks like a very different game to me... but I can see that it would be fun, especially if you like tactical miniatures games (eg. Warhammer).  I like tactical minis games too, so that's cool. :)

The combat plays a lot differently than older editions however the classes feel a lot more like the old edition than 3.X. I.e. when you are a cleric you feel like you are doing cleric stuff, a paladin doing paladin stuff, and so on.

Personally for me I play GURPS with the advanced combat system and minatures so 4th edition's heavy use of miniatures is not a lot different.

In some parts I was thinking that hexes would work out better than squares. The quickstart rules would work just as well with hexes as well as squares.

Blackleaf

Quote from: estarIn some parts I was thinking that hexes would work out better than squares. The quickstart rules would work just as well with hexes as well as squares.

For outside areas hexes would be great.  I'm not sure about inside buildings or dungeons though -- they don't work very well with hallways that have 90 degree corners.

RPGPundit

That is a very cool and interesting Miniatures Battle Game.

I wonder when they plan on releasing an RPG based on this game?

RPGPundit
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Blackleaf

Quote from: RPGPunditThat is a very cool and interesting Miniatures Battle Game.

I wonder when they plan on releasing an RPG based on this game?

RPGPundit

They already did.  I think you can still get it on E-Bay. ;)

JongWK

Quote from: RPGPunditThat is a very cool and interesting Miniatures Battle Game.

I wonder when they plan on releasing an RPG based on this game?

RPGPundit

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RPGPundit

Oh, come on, Jong... look at it! I mean, maybe it has some serious roleplaying elements alongside it (which they just chose not to talk about), but the combat for it is practically a Warhammer Fantasy Battles skirmish game! And from the description, there's no fucking way that you could possibly run the damn thing without a battlemat and miniatures.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


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Also available in Variant Cover form!
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Blackleaf

Quote from: JongWKYou are >this< close to buy into the Roll Play v. Role Play argument.

Gah!  This week's episode of Fear the Boot was them going on about how to help Power Gamers (roll) evolve into real Roleplayers (role).  There's other reasons RPGs became popular than either of those styles of play.  (Hint: Immersion, Puzzles, Exploration, Creativity, Mystery, Social, Goofy Dice)

RPGPundit

Quote from: estarThe combat plays a lot differently than older editions however the classes feel a lot more like the old edition than 3.X. I.e. when you are a cleric you feel like you are doing cleric stuff, a paladin doing paladin stuff, and so on.

Just to play fair, I'm going to point out that this is a very hopeful note, and if true it is an improvement.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


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Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
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ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

estar

Quote from: RPGPunditOh, come on, Jong... look at it! I mean, maybe it has some serious roleplaying elements alongside it (which they just chose not to talk about), but the combat for it is practically a Warhammer Fantasy Battles skirmish game!

Lest everyone forget. Remember Original D&D cover box.

http://www.acaeum.com/ddindexes/setpages/setscans/box1st.html

"Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures."

Somehow they managed to figure out to use a miniature rule set without miniatures and thrown in role-playing and puzzle solving to boot.

If you judged GURPS solely what was in Man to Man then you would have missed a lot of stuff GURPS brought to the table. We know that 4th edition has non-combat stuff like skill challenges and rituals. Will it be as interesting non-combatwise I don't know.

Quote from: RPGPunditAnd from the description, there's no fucking way that you could possibly run the damn thing without a battlemat and miniatures.

It could be too much of a pain in the ass to run without miniatures because now every class has special stuff. Or people could wing it like they did with OD&D. I always used minatures so it not an issues with me.

Rob Conley

Note: the miniatures I used in the photos date back 25 years or more. The red cleric is from one of Grenadiers AD&D Boxed Set.

Warthur

Quote from: RPGPunditJust to play fair, I'm going to point out that this is a very hopeful note, and if true it is an improvement.
I should very much hope it was true - it seems to have been an important goal of the 4E project.

ISTR hearing an interview with someone from Wizards (damned if I can remember who) where they were saying that one of the things they wanted to fix from the 3E days was the way that if you picked the right feats and skills you could, for example, come up with a cleric who's better at being a fighter than actual fighters.
I am no longer posting here or reading this forum because Pundit has regularly claimed credit for keeping this community active. I am sick of his bullshit for reasons I explain here and I don\'t want to contribute to anything he considers to be a personal success on his part.

I recommend The RPG Pub as a friendly place where RPGs can be discussed and where the guiding principles of moderation are "be kind to each other" and "no politics". It\'s pretty chill so far.

Blackleaf

Quote from: estarLest everyone forget. Remember Original D&D cover box.

Never played it. ;)


Blackleaf

Quote from: estarYou can buy here in all it glory.

http://www.rpgnow.com/index.php?cPath=3938

I'd like to. :)

My point is that for many people it wasn't OD&D that was the most compelling version of the game.  When D&D was at the height of it's popularity, miniatures were entirely optional.