So last night we had a good Dragon Heresy playtest session.
It was a lot of fun.
- we stomped some more kobolds and lizard-folk. Heavy armor helps, so does surprise, sunlight, and Sunshine.
- Shields are great. They aren't an automatic success against arrows, though - charging archers with shields beats charging them without, but it's still going to cost you.
- if you find a key, use it. And label it on the sheet, so you don't use it to open a chest and then 20 sessions later say, "My sheet says, 'Key from dead shaman' - I wonder what that opens?
- every group I've played in has taken trophies. Once it was me (Mirado), but yeah, every group has had at least one "I take his X to make into a Y!" kind of guy.
The dice taught me some lessons:
- don't hit Sunshine. He hates that. Injured and with disadvantage on the roll? Two hits, one for max damage and one for almost max damage.
- don't roll for HP. I was originally planning to just take the round-up dice average (4.5 becomes 5, becomes 7 with CON) but everyone else was rolling so, hey, I did too. I got a 2 (+2 for CON, becomes 4). Bleh. Now I need to roll an 8 somewhere down the line just to get to average again. Eh. I'll probably just accept the fixed amount and accept being 3 points below average forever. Cut my losses, basically.
- even Advantage isn't that great. Nothing like a flat-out pair of misses on an easy shot thanks to two bad die rolls. That wasn't me, but even I felt it.
Nice, though. We made second level (many of us) and I have to go read Doug's notes to see what that gets me.