tag:blogger.com,1999:blog-1991833568800031158.post6765484307438658752..comments2023-10-16T07:47:36.179+11:00Comments on Eleven Foot Pole: In Media ResGreg Tannahillhttp://www.blogger.com/profile/00823898295759037081noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-1991833568800031158.post-17262472927921933732009-06-04T23:53:31.719+10:002009-06-04T23:53:31.719+10:00Thanks Brian, that clears up a lot. I had only se...Thanks Brian, that clears up a lot. I had only see the free version and it seemed odd for the players to enter from the West when they were traveling North/East on the Kings road. I think I'm just going to redo the map to make it all work out like it should.Marknoreply@blogger.comtag:blogger.com,1999:blog-1991833568800031158.post-60892015177315352562009-06-04T03:51:15.871+10:002009-06-04T03:51:15.871+10:00Thought I'd go back and post changes in the ne...Thought I'd go back and post changes in the new free version of H1 where appropriate for any other latecomers to the party here.<br /><br />As Greg points out, the kobolds are on the wrong side of the boulders in the original version. So what did Wizards do to fix it? Rather than move the kobolds around to the other side of the boulders (maybe we didn't want to redraw the map), the party now enters from the west edge of the map.<br /><br />There are still two problems with this:<br />1) One of those poor minions is still in plain sight to almost anyone approaching on the road. The foliage and such in the middle of the map actually did a better job of hiding the original layout of the ambush despite how silly it looked, if you consider it grants concealment when folks try to look through it. In this version, Mr. Minion is just hung out to dry on the wrong side of the rock with nowhere to hide.<br /><br />2) When we repeat this with the 2nd kobold ambush, we still enter the map from the west. So now we use the same map and enter from the same side, even though in one case we're going toward Winterhaven and in the other we're leaving it. Ugh.<br /><br />Not an improvement.Brianhttps://www.blogger.com/profile/10483590046585092449noreply@blogger.comtag:blogger.com,1999:blog-1991833568800031158.post-84728959997862571082009-05-14T23:17:00.000+10:002009-05-14T23:17:00.000+10:00Possibly the intention of having two rounds of mov...Possibly the intention of having two rounds of movement first is to do with introducing the fact you are moving a miniature on a table, not just declaring that you are walking down the road. Thus if the party haphazardly thrust their miniatures down the road, clothies in front, tank at the back picking his nose, no formation or thought to their grouping, who's taken point, protecting physically weaker members, then, well, they could have problems.<br />How necessary that piece of education will be for most players I don't know..Malcuyhttps://www.blogger.com/profile/15789436902049102431noreply@blogger.comtag:blogger.com,1999:blog-1991833568800031158.post-53106060913220169932009-04-01T06:28:00.000+11:002009-04-01T06:28:00.000+11:00heh - of the 5 players in my group, only one had l...heh - of the 5 players in my group, only one had looked at the 4E Monster Manual. <BR/><BR/>Kobolds spring their ambush (clumsily - I didn't alter much with this first encounter), the players shrug their shoulders and wade in. They're just kobolds, right?<BR/><BR/>20 minutes later, the players are all wide-eyed, swearing about the Elite Killer Kobolds of Doom.<BR/><BR/>Yes, the encounter is all fracked up, but it's an excellent intro to combat in 4E, and a slap in the face that tells players that the monsters in 4E are nothing to sneeze at.<BR/><BR/>Good times....Jipsternoreply@blogger.com