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Keep on the Shadowfell Q&A 4th edition preview adventure

#1 User is offline   Hawkofthemay 

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Posted 13 May 2008 - 02:20 PM

I just got the 4th edition preview adventure Keep on the Shadowfell in my hands and I am writing a review. If anyone has any questions about the quick-start rules or the adventure it's self, I will try to answer them. The review should be up on Friday. The questions are welcomed now.
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#2 User is offline   Raven Bloodmoon 

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Posted 14 May 2008 - 05:36 AM

No questions yet, but I certainly look forward to your review. Ganbare yo
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#3 User is offline   Hawkofthemay 

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Posted 16 May 2008 - 07:36 PM

As promised, my review of Keep on the Shadowfell.


Keep on the Shadowfell (2008)
MSRP $29.99

The physical product
The cover is a folder, in the trapper style holding,
An 80 page book marked adventure
A 16 page book marked Quick Start Rules
Three double sided maps for miniature play.


The Adventure its self seems to have the normal low level fare, nothing an experienced DM couldn’t come up with, of course there are one or two surprises. It shows off the new encounter format quite well, and the final combats are quite deadly looking. The miniature maps are put to good use for the larger scale combats. Overall, this looks like it would be very fun run or to play in.

But it has some drawbacks, art for one. The art in the product is sparse, 11 pieces in all, and the drawing of the main antagonist looks like an escapee from a GWAR tribute band. The adventure gives out some magic items but has no information about the base item. Cover is mentioned through out but we’re told nothing what its effects in combat are. Lastly, two of the poster maps have been used in other products, Fantastic Locations: Fields of Ruin & Dragondown Grotto, very lazy looking for a first product.

The 4th ed preview rules are in the adventure, with a simpler version being repeated in the quick-start book. Although the rules only cover encounters, combat and skills they are, for the most part, easy to understand. More specialized rules such as grabbing are explained in side bars throughout the adventure. The monsters are spread out though the adventure book too

I have to tell you up front I like simple things and I like what the have done to the rules. Yes, there are radical changes to the system, but these are easy to get use to. Everything has been simplified, from critical hits to attacks of opportunity. All attacks and spells are rolled against static defenses, and saving throws only are to see if the effect has ended. I doubt that I’d need to reference the rules more then once in a session. Action points are now standard and provide for another action. I’d go more into the rules but they have been seen elsewhere on the web.

Some of things irk me though. Movement cost is the same moving diagonally as it does going straight. The two area attacks descriptions, Blast and Burst, I can see foresee the two getting confused. The new rules almost require miniatures to play.

The PCs are in the quick start book are, a Dwarf Fighter, Halfling Rogue, Human Wizard, Half-elf Cleric, and a Dragonborn Paladin. The PCs presented are iconic race/class combos. They show off the features of each quite well, such as the fighter’s ability to force melee attack or else face consequences. The casters now have fewer selections of spells but can cast them more often now. They look to be evenly balanced with he other PCs presented.

The monsters are standard low level types, kobolds and goblins to begin with, but their powers show off their underlying flavors. In Example, Kobolds get a bonus to attack get +1 to attack for every kobold adjacent to them. Monster roles are shown to great effect; I can see how they can be easily used to plan an encounter. Of these my favorite must be the minion; they are sword fodder to be put in front of real monsters, with one hp, it looks like you could throw a dozen of these. The powers and powers are clearly spelled out in each stat block, so you never have to look up anything in the Monster Manual at the table.

I would of also liked to see more PCs to choose from, either to show off the new classes, or if I have more then five players in my group. When the characters advance in level, the powers and feats are pre-chosen, I’d like for payers to have some choice. Equipment charts are totally missing, in the adventure magical equipment is given but the base item isn’t listed any ware. Lastly, WotC did not put ‘permission to copy’ notes on the character sheets.

Overall
I find this to be an Ok product, a good product and a very good set of rules. The problem is they’re put together in the best way. I also find that the price to be very high, when compared to other 3.5 items like 'The Red Hand of Doom'. The big question most people are wondering is “Is it D&D?” Looking at this product, I’d have to say it might just be.


On a scale of 1 to 5
Style: 3
Substance: 4
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