| Hadesblade |
Just kicked off our 1st session a few weeks back using the Beta rules in the Eberron campaign setting. I have 6 players in my group ranging in age from early twenties to mid thirties. We have a human fighter, a dwarf cleric, a half-orc monk, a elf ranger, an elf wizard and a elf rogue. I'm running them through Mad God's Key from issue 114 of Dungeon magazine. We did house rule a few things such as giving all classes (except ftr) with only 2 skill points 4. Changing smite to last 3 rounds or until a successful attack, rather then you have to hit it the next round. For the channel energy effect we thought it was weak so now the cleric gets to add his level to the result as well. We also didn't like the fact that no race had the paladin or monk as a favored class so we added them to all the races across the board as a favored class. We used the point buy system for making characters the 25 point option I like powerful groups so I can throw really bad things at them. The combats have flowed pretty well so far, we did get into grapple last session and the whole CMB thing. Our ftr is going the shield bash route eventually so more CMB uses will be in the future. I've read several threads with people complaining against it saying DC 15 is to high. I disagree as DM I wouldn't want players doing trip attacks every round to begin with. I think the maneuvers are something that should be used to help enhance combat and not something that is done every round. The party has done well and they are about halfway to 2nd level (still using xp chart out of PHB). We haven't encountered any real hang-ups to game play or problems with the rules. I'm really liking the beta rules so far of course we still have a ways to go with only 2 sessions under our belt with the beta rules. We have really liked the new skill system and the way it has played out in the role playing aspect of the game and keeping things simple which is very good for the DM.