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Look, this isn't a big thing, but it IS a thing that confused me. In 1E, an average human with 30 ft speed could travel 24 miles in a day, per the Movement and Distance table. In 2E, however, a human's speed has been reduced to 25 feet, but travel time is the same. So now, a human can suddenly only travel 20 miles per day.
We just finished our playthrough of The Lost Star and I am going to try and write this down while it is still fresh in my mind. Characters:
A quick recap of the encounters: The party burned down the sewer ooze in a single round. It got to use its filth wave, but that was about it. The barbarian got a crit in and that was more than half the hp. The halfling threw a stone at it and that was that. The Goblins in the first goblin chamber heard the rogue as she utterly f&%!ed up her stealth, but presented barely any threat. They hit once with an arrow and stabbed the barbarian good once, but got otherwise burned down in no time. The rogue especially got sneak attacks in very easily with the new action and no AoO and the half-orc took one down per round. The Quasits were the first challenge - They spread the poison around to all of the party, except the rogue, and got a decent chunk of damage off with it. The goblin commando with pyro and warriors were a rather quick battle. The rogue (Once more) failed to sneak into them and they hid. She was pretty sure that goblins were in there, so she waited in the hall while the barbarian stepped in. The alchemist ran ahead and got the goblins to trigger a trap. (I am a bit worried about how ambushes works, more on that below). The alchemist went down from the trap and when the druid arrived a round later, the Commando and a warrior took him down quickly.
After this, they returned to town to rest for one day of downtime. That was the only rest they took. During the rest, the alchemist made healing elixirs to his heart's content and distributed them, as he was back on his feet after a night's rest. They discovered the statue was a trap because the Druid was using Detect Magic in the hallway and stopped to do investigate, figuring out it was a trap and the group decided to go drink the water to see if that would bless them. It did. The skeleton fight was relatively straight-forward. The rogue did enough damage with her rapier to basically go through the resistances and same for the barbarian with her axe. The druid used her slingstaff and the alchemist his light mace, for similar great effect. The last boss attacked the group in the door opening, but the rogue tumbled through his space (Eating a nasty crit as she did), and went down the next round, being the only one to use a hero point to get back up - Critting with a sneak attack as she did, making a bit of an awesome ending to the fight as the faceless stalker was stabbed from hell's heart. Alright, with that out of the way, here's my thoughts: * Mostly, the game seems more straightforward and I am positive about this. Character creation was much more pleasant than 1.0.
*Classes:
So, to make schedules match up and to give me some time to read the rules, we won't be playing part 1 of the Playtest till Sunday. In the meantime, however, my players got eager and started making decisions about their characters - Not outright making them, but doing things such as picking Druid Order or Barbarian totem.
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