Monday, January 18, 2016
Wilderlands of Hack Session 1 discussion
The first session of Wilderlands of Hack was complete last night, the log is available at the Wilderlands of Hack wiki Log Page if you did not get a copy. Also, I've added a Characters Page to the wiki, and the basic details of the characters generated last night are entered therein. Feel free to edit or add to your character's page.
It was a good city adventure mini-session. The encounter did not go at all as I had envisioned it. I sort of expected a magic-user with 2 sleep spells to be available. A bard with 1 armor spell not being remotely the same thing. Nevertheless, the street-map board and the detailed City State city map worked well together. The players were cunning and managed to accomplish their mission using cunning, tactics and clear thinking, and did not end up getting swarmed by 30 cultists. They only managed to kill about 4 of them (mostly Marlon's doing), but won the day.
They didn't follow up on the spy who alerted the cultists, so they didn't find the map to the dungeon and treasure, but with the time constraints we were under, it was probably alright to just do some city adventuring instead.
I must admit I liked the fact that there were no skills, proficiencies or the like in the game. Most times they tried things, like blocking the door, breaking down the wall, sneaking past the mob. It was simple just to roll Ability Score or less on d20, or do an opposed roll based on ability bonuses, or use a similar Combat Maneuver set up to a quick ruling. Everything was fast an moved quickly.
I also liked just how simple the characters are to create and manage
Having the chips in place of monster XP worked well. You had them as an option, but you had to be judicious in their use. Poor Tim, his use of a chip cost him a level-up, since he ended up 100xp short. But, if we had used monster XP instead of the chip method, they would have gotten about 20 monster XP to split 4 ways, instead of 400-500 each. The goal shifts from killing, to winning the encounter at low cost and getting treasure.
Special Trait Cards
These worked out well. Marlon's +1 DEX was a huge help to him. Tim's Spell cast protection should be too. I need to decide about getting more draws. I think it would be good to get another draw at various levels. Either 4,8,12,16 etc, or 5,10,15 etc. I guess the more the merrier. How about every 4th level.
A RULING ABOUT MOVEMENT
Here's an in-game ruling I made that should be carried forward:
Move at Combat Move Rate and you can make your normal attack or action (spell etc)
Move at Double Combat Move: no attack/action but may move around corners, make wild turns, curves, etc.
Move at Triple Combat Move (run rate) no attack, no action (except charge) and must move in a straight line. All charges must be straight line moves.
RULING/CLARIFCATION ABOUT BREAKING MELEE CONTACT
Fighting Withdraw: move back 5 feet, may not attack unless enemy moves to contact later in the round, then you get a standard attack. Enemy does not get free attack.
Reckless Disengage: make your standard combat move or less away from the enemy, breaking contact, you may make your normal action/attacks but the enemy gets a free attack against you the moment you move out of contact.
Retreat: move up to running speed away from enemy. Enemy gets a free attack that counts as a rear attack (+2 to hit, ignores DEX bonus and shield )
Thanks for coming out everyone, it was fun and should be a good campaign.