Also known as showgun on discord and also showgun on roll20. Sometimes it is showgun666, because someone already took the name showgun and I had to put something edgy and cool to hide that I got all emo about MY NAME BEING STOLEN...
Anyway, I'm here to show my interest in allowing some victims into my dungeon players into my game.
In combat situations: Needs some work creatures moved awkwardly for intended Level, some parts felt off as if monsters were shifting between pulling punches and then not.
In social situations: Role play was good npc interactions, enemies acted properly without many unnatural actions.
In GM/Player interactions: Kept the game running smoothly and made sure no one hogged all the airtime. Very friendly and personable. was a little rough in several patches though that was due to newer players needing help running their characters.
Notes: Would recommend playing with Roll20 a bit more to get more familiar with the system for future games. also please review rules for monster creations somethings are too much for low level parties. I feel you need bit more time in the community and roll20. Role play was good and monsters were okay though the sudden change in how they were ran giving high level abilities only made the game feel stressed by the end of it there was a feeling of exhaustion from both sides. also the story felt railroaded,at first it opened out after the first encounter though so good on that. All in all I'm going to fail this one maybe the next one will be more prepared. Fail
So, got some good stuff and some not so good stuff. Usually when I feel like failing someone right after their game, I like to let my thoughts and emotions settle for a few days to see if more good stuff comes to mind. And it did! But that doesn't mean the bad stuff didn't happen, so let's take a look, shall we?
Some of the enemies I liked, like the alchemists who only targeted grid intersections. That's a good way to do alchemists in low-level games without completely destroying the party and I may be using it later. Others I did not, such as the Spring Attackers. Spring Attack is a fairly powerful feat at low levels, and if we hadn't had so many ranged attackers, it could have been devastating. If you added it specifically to deal with us, then I will retract this being a negative point, but if that was your go-to, you may want to rethink how you utilize it. It also seemed like the enemies who used it weren't being very smart about it, which was strange because they were the same snipers who kept fucking us up from cover and ran around like little Solid Snakes.
The lesser enemies seemed to have only 1 or 2 health, which made me wonder why they were even there if they were made of tissue paper. You play a bit fast and loose with the rules, which is alright, but maybe not the best idea for new players in our community, which is mostly hard-rule based and may give them the wrong idea about what is and isn't allowed, leading to a "But so-and-so let me do it on their table!" situation.
Speaking of enemies, I loved the voices and personality you put into the goblins. They were sassy and clever. The part where the last force came in with bard screaming the war song was fan-fucking-tastic, even if I couldn't really understand what you were saying, and I wish more DMs would do stuff like that. Generally it's just "The bard starts singing." and that is SO BORING. I'm honestly really looking forward to seeing these dudes again.
It's clear to me that you are a skilled and knowledgeable DM. In some ways that is good, because you already know the system and how to run. And in some ways that is bad, because you're coming from home games where you have complete and total freedom to do whatever you like to our much more rigid community. I think if you spend some more time here getting acclimatized to how we do stuff, you'll be amazing. So at the moment my overall score is fail, but only just. It's mostly even points in your favor and against, I just think you need to soak in the atmosphere here a bit more.
Second Test. Clear Pass. Had a very clear grasp on the rules. Encounters were well built, and allowed for a proper challenge in accordance with the party comp and player level. Was able to answer questions posed by a newer player, clearly and articulately. Like I said, a clear pass. Would play again!
the adventurers took the path less traveled and somewhat avoided the 'final boss' of either planned adventure, so we avoided the most difficult encounters. The combat seemed fair, not too dangerous, although one char almost died due to some failed saves and lava. There were some obstacles that could not just be brute forced through. There was at least one opportunity for RP to bypass an encounter. Languages become a serious barrier instead of many that handwave around that and let them all speak common.
There was a lack of chances for skill checks, ie 'encounters' that require climb/swim/acro to bypass
Conditional pass. It will be pass if the encounters which should have come are balanced to 7-14 better. We only fought the start encounters which made it hard to calculate that. The rest was fine. He handeled the annoying language barrier pretty well and did not give a lot of free stuff.
the boss fight had some interesting mechanics to it although pretty easily countered at this level range. Lack of meaningful terrain in fights, lots of inconsequential monsters made most of the thing feel almost pointless, and no changes to what we were facing to deal with party's strengths while forcing us to face our weaknesses.
Keep up the special effects on your fights, and maybe spread them out to other creatures to keep all the encounters feeling more important.
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