Yay! Another Wednesday, which means another encounters session with new players.
Did I say how awesome new players are? Really, really awesome. No bad habits. :) I had four of the six players from last week, and two brand new ones. We continued our Felk Mor campaign, with the other two players magically appearing (short 2 hour sessions sort of forced that hand). The only bad thing is one of the players reeked very badly. Really bad BO, and exemplifies all the bad stereotypes of catpiss man. Sad really, but oh well.
Last week we spent half the session with them interacting with the keep folk and gathering information. This session was 100% dungeon crawl. Remember when I said new players are awesome? One of those reasons is that monsters are all new to them.
They had 2 green slime encounters, and both terrified them ;) One PC barely made it out alive on the second one. Only the wizard using her torch on him to burn the rest of the slime away saved him.
5e specific rules and how they worked? The halfling lucky trait is the bomb. The players loved it. When's the last time you heard "I'm so glad I'm a halfling" uttered? :D However one time, the player rolled a 1 on his attack roll, got all excited because "I have lucky!" and then rolled another 1. It was awesome
The wizard's at will fire bolt didn't impact the game negatively at all. Certainly not overpowered. Most times, it wasn't even used. Sleep still rules all 1st level spells, so that was the go to before firebolt was used.
Speaking of spells, ritualizing many level 1 spells (like identify and comprehend languages) is a great addition IMO just how it worked out in actual play.
Short encounters at 1 hour worked very well, because it was a long enough time that risk of wandering monsters was still pretty high. 15mwd did not exist at all.
I also had lots of handouts (parchments they found, coded-journals, illustrations showing the areas they were in, etc) and the players loved those as well.
For brand new players, they also picked up the game fast. One of the new guys never played any RPG before and quickly grasped the "d20+modifier vs DC" mechanic in 5e. If you know that, you know 90% of all resolution mechanics.
This was also the first time I've seen a TWF fighter with the official rules. Halfling with 2 short shorts. Lil' dude was a blender. Especially combined with lucky trait.
Overall a great time. We had to stop right before a boss fight (they had found clues to unlock the magically barred trapdoor to his lair). So next Wednesday is going to be a hoot.
Did I say how awesome new players are? Really, really awesome. No bad habits. :) I had four of the six players from last week, and two brand new ones. We continued our Felk Mor campaign, with the other two players magically appearing (short 2 hour sessions sort of forced that hand). The only bad thing is one of the players reeked very badly. Really bad BO, and exemplifies all the bad stereotypes of catpiss man. Sad really, but oh well.
Last week we spent half the session with them interacting with the keep folk and gathering information. This session was 100% dungeon crawl. Remember when I said new players are awesome? One of those reasons is that monsters are all new to them.
They had 2 green slime encounters, and both terrified them ;) One PC barely made it out alive on the second one. Only the wizard using her torch on him to burn the rest of the slime away saved him.
5e specific rules and how they worked? The halfling lucky trait is the bomb. The players loved it. When's the last time you heard "I'm so glad I'm a halfling" uttered? :D However one time, the player rolled a 1 on his attack roll, got all excited because "I have lucky!" and then rolled another 1. It was awesome
The wizard's at will fire bolt didn't impact the game negatively at all. Certainly not overpowered. Most times, it wasn't even used. Sleep still rules all 1st level spells, so that was the go to before firebolt was used.
Speaking of spells, ritualizing many level 1 spells (like identify and comprehend languages) is a great addition IMO just how it worked out in actual play.
Short encounters at 1 hour worked very well, because it was a long enough time that risk of wandering monsters was still pretty high. 15mwd did not exist at all.
I also had lots of handouts (parchments they found, coded-journals, illustrations showing the areas they were in, etc) and the players loved those as well.
For brand new players, they also picked up the game fast. One of the new guys never played any RPG before and quickly grasped the "d20+modifier vs DC" mechanic in 5e. If you know that, you know 90% of all resolution mechanics.
This was also the first time I've seen a TWF fighter with the official rules. Halfling with 2 short shorts. Lil' dude was a blender. Especially combined with lucky trait.
Overall a great time. We had to stop right before a boss fight (they had found clues to unlock the magically barred trapdoor to his lair). So next Wednesday is going to be a hoot.
[5e Encounters] Play Summary new players pt II
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