|Zachary W Anderson|
|2 people marked this as a favorite.|
Big thumbs up to the mapping! Specifically, little details about where smaller things are (I had been sketching these in myself and often guessing) and the door openings (I've been rolling 1d4 to decide left/right/in/out, then forgetting which one I had for which direction and having to roll again...)
I also have a general approval for what seems to be a greater availability and better integration of non-combat XP. Not that there's anything wrong with slaughtering hordes of evil mooks, mind you... but I appreciate the textual support for a non-hack-and-slash play mode.
1) Specific details and rewards for pieces of plot advancement, and bonuses when done "well".
2) Redeemable (and not always "Evil") antagonists. There are still some "made out of evil in a pot full of evil" villains and "you can't reason with this rabid wolf" scenarios, and there is space for most or all of the baddies being played as mustache-twirling black hats if you so choose. But between several of the antagonists being at odds at each other, and having goals that seem laudable or at least understandable, even a few of the Evil aligned characters seem less like bags of XP to pop with your sword and more like someone to work around (or with). This depends on your table's play style, of course. But I'm glad we were given enough bones with which to build.
(Of course, going too far in this direction, you end up with your PCs trying to befriend everyone they meet and bring them along everywhere and having a cast of thousands...)