Drew's Solo Playtest
Posted: Sat Jun 11, 2011 9:12 am
Mods: Please move this to where you feel it best fits. Its not about combat specifically, but rather a recap of my solo playtest experiments. As such, its MOSTLY combat stuff.
I'm overseas with no real group to playtest this with, but I'm excited about the game and wanted to give the rules a test run. This weekend, I rolled up a group of characters and ran them through a solo mini-adventure. I rolled all the dice and played all the parts. I plan to go more into my opinion over on my blog (linked in my sig / shameless plug), but I'll crosspost the meat of things here. Basically, I wrote up a little mini adventure consisting of two encounters and a trap and then put the characters through each situation in order, simulating common D&D experiences.
With the idea of the funnel in mind, I decided to make a group of 5 characters to run through my little pseudo adventure. The game recommends a party of about 15 PCs, but I thought running that many would be a bit cumbersome on my own. I got some index cards to serve as character sheets (0 level guys are pretty simple) and started rolling.
I'm overseas with no real group to playtest this with, but I'm excited about the game and wanted to give the rules a test run. This weekend, I rolled up a group of characters and ran them through a solo mini-adventure. I rolled all the dice and played all the parts. I plan to go more into my opinion over on my blog (linked in my sig / shameless plug), but I'll crosspost the meat of things here. Basically, I wrote up a little mini adventure consisting of two encounters and a trap and then put the characters through each situation in order, simulating common D&D experiences.
With the idea of the funnel in mind, I decided to make a group of 5 characters to run through my little pseudo adventure. The game recommends a party of about 15 PCs, but I thought running that many would be a bit cumbersome on my own. I got some index cards to serve as character sheets (0 level guys are pretty simple) and started rolling.
Character #1
Name: Tavor
Occupation: Squire
Alignment: Lawful
Tavor has been a squire for far too long. When rumors reached him of an ancient barbarian king's tomb recently unearthed by goblins, Tavor thought that his chance to earn his spurs had finally arrived. He scouted the location himself and found it guarded by just a few goblins. Returning quickly to town, Tavor spent the last of his coppers to ply the local riffraff with booze and look for a few men desperate enough to help him. Tavor has assembled a motley group of wanna-be adventurers, convincing them that the goblins will be pushovers, and the spoils will be grand. He just hopes his knightly insticts are correct.
ABILITIES
Strength: 11
Agility: 10
Stamina: 12
Personality: 12
Intelligence: 8 (-1)
Luck: 10*
* Luck Roll: Broken Star: Tavor adds double his luck bonus to fumble results.
SAVES
Ref +0
Fort +0
Will +0
COMBAT
Initiative: +0
AC: 10
Hit Points: 3
Attack:
Longsword -0 (1d8)
EQUIPMENT
Longsword
Steel Helmet
Crowbar
Character #2
Name: “Dog”
Occupation: Slave
Alignment: Neutral
The human known as “Dog” was a slave until his master, in a rare fit of egalitarianism brought on by copious amount of wine, set him free. Dog rushed from his master's house, determined to leave before the man regained his senses. In his haste, the former slave was not able to grab much; his only possessions are a flask of lamp oil and a bizarre purple-and-green rock that Dog hopes might be worth a few coins to a wizard or other eccentric.
Dog joined up with this band of would-be adventurers out of desperation. He needs money for food and, besides the muscle he developed digging up artifacts for his master, he has no other skills to speak of.
ABILITIES
Strength: 14 (+1)
Agility: 9
Stamina: 10
Personality: 9
Intelligence: 11
Luck: 8 (-1)*
* Luck Roll: Charmed House. Dog's bad luck affects his Armor Class.
SAVES
Ref +0
Fort +0
Will +0
COMBAT
Initiative: +0
AC: 9
Hit Points: 4
Attack:
Club +1 melee (1d4+1)
Oil Flask +0 missile (1d6, target must make a REF save DC 10 or take 1d6 damage each subsequent round)
EQUIPMENT
Strange-looking rock
Club
Oil Flask
32 cp
Character #3
Name: Bunder Gray
Occupation: Mercenary
Alignment: Chaotic
Bunder Gray is a man motivated by money and a strong desire to look out for number one. He's been searching for an easy score, hoping to land a job where he can reap a large benefit while letting others do the dirty work, and he's pretty sure that he's found one by agreeing to Squire Tavor's offer.
ABILITIES
Strength: 7 (-1)
Agility: 13 (+1)
Stamina: 9
Personality: 11
Intelligence: 12
Luck: 13 (+1)*
* Luck Roll: Broken Star: Bunder adds double his luck bonus to fumble results.
SAVES
Ref +1
Fort +0
Will +0
COMBAT
Initiative: +1
AC: 15
Hit Points: 1
Attack:
Longsword -1 (1d8-1)
EQUIPMENT
Longsword
Hide Armor
Large Sack
23 cp
Character #4
Name: Sirus
Occupation: Smuggler
Alignment: Neutral
Sirus the smuggler owes money to not one but three petty crime bosses. So far, he's been able to avoid their hired thugs, but he needs money if he's going to get his boat back and pay off his debts. He doesn't plan to get his hands too dirty following Squire Tavor's little plan. Sirus will help out enough to make sure the job gets done and he gets paid.
ABILITIES
Strength: 12
Agility: 10
Stamina: 10
Personality: 11
Intelligence: 11
Luck: 11
* Luck Roll: Fortunate Date: Luck affects Sirus' missile attacks.
SAVES
Ref +0
Fort +0
Will +0
COMBAT
Initiative: +0
AC: 10
Hit Points: 2
Attack:
Sling +0 (1d4)
EQUIPMENT
Sling
Waterproof Sack
Rations (1 day)
33 cp
Character #5
Name: Alfred
Occupation: Indentured Servant
Alignment: Lawful
Alfred, once a hopeless gambler, was forced into servitude by crippling debts. He worked for the same man who, until recently, owned the slave called “Dog.” When Alfred's master freed Dog, Alfred followed the slave to keep an eye on him. His goal is to keep Dog alive and convince him to return to his master's estate. Alfred carries with him a stout walking stick and his only valuable: a locket passed down through his family.
ABILITIES
Strength: 13
Agility: 12
Stamina: 12
Personality: 15 (+1)
Intelligence: 8 (-1_
Luck: 14 (+1)*
* Luck Roll: Charmed house: Alfred adds his luck bonus to his AC.
SAVES
Ref +0
Fort +0
Will +1
COMBAT
Initiative: +0
AC: 11
Hit Points: 1
Attack:
Staff +1 melee (1d4+1)
EQUIPMENT
Staff (Walking stick)
Locket
Crowbar
34 cp