Post One-Shot Feedback.

Jul 23, 2024 3:24 pm
Hey everyone. I know the one shot was pretty rough. I'm looking to do more Tier 3, maybe eventually Tier 4 PbP one shots, and I want to learn from each. Please use this thread to discuss feedback. Please keep it constructive.

There is also a google forms I created. Please fill it out here.
Jul 23, 2024 3:29 pm
I thought it was good for the most part. What I would have liked was for the battle map in addition to being in its own thread to also be in the main thread so as to avoid going back and forth.... maybe even just a link. Good Job!
Last edited July 23, 2024 3:29 pm
Jul 23, 2024 3:38 pm
Yeah, I could have posted a link more often. I tried doing it in the comments, but personally i found keeping it straight was harder. I had it in my DM character sheet, where I already had a lot of monster info and roll tables, and if I realized a mistake after I posted it I had to fix it twice, once there and once in the post. I found doing it in its own thread was easier, though a link would have been good. I'll try to remember.
Jul 23, 2024 11:00 pm
Here's a question for everyone.

First context. It isn't too uncommon in one shots to say that everything takes place in one adventuring day and thus no long rest. This is both because a long rest undoes all resources drained and it removes tension.

That said, do you guys think a one shot such as this one would have been better with a long rest after one or more fights, even if the fights had to be deadlier to compensate for you having all your strongest stuff multiple fights, or is what was done better?

I don't think I will do the heroic tests in the future. It was designed more as a compensation for if there was non-stop action so you still got something between fights, but this one shot had at least 2 moments a full short rest would have been appropriate so it was a bad one shot for it.
Jul 24, 2024 6:06 am
Pretty rough is not bad. We knew it will be deadly. In my books TPK is a fine one-shot-ending ending

I've playing in community where we had one-shot rule: 8 hours is a short rest, 1 hour nothing. No LR during the one-shot (unless DM decides an exception). I believe it is either as per DMG optional rule or stolen from eberron mournland. I was rejecting the idea at start, but get used to it.

I provided my other comments in the form, but felt like skill challenge aspect were not emphasized in the form. I don't think there were problem with it's implementation, I've just realized I don't like skill challenges in general. I would suggest next time you create a one shot and plan to use skill challenges as main option to resolve out of combat challenges, let your players know that when hiring...
Jul 24, 2024 1:23 pm
Alright, now that I am officially dead...

From a GM standpoint I think the game went very well overall. I think as players we could have done better (and probably won), but it is what it is.

I will say, there were a few times I probably wouldn't have used the shield spell that you sort of auto-used it for me. I know it was to keep things moving, but the flipside is by the time I got back I sometimes felt sort of obligated to roll with it, just because enough time had passed and other things had happened that I didn't want to back the game up that far.

That's the closest thing I have to a criticism, though, so again -- not bad at all.
Jul 24, 2024 1:36 pm
I understand what you said about the shield spell. What would you like me to do if I was to run another one shot for you and you had the shield spell available again? The difficult thing comes when enemies have some attacks that inflict something that affects later attacks, like the constrict action, that I kind of need to know soon how that went so I know if the future attacks have advantage or not.
Jul 24, 2024 1:45 pm
The real answer -- even if it's the one no one really likes -- is to wait.

I know how that can be when you consider time zones, sleep schedules, jobs/school, and other variables that make PbP what it is... but I still feel it's the best answer.
Jul 26, 2024 6:32 pm
So I wanted to make sure to give good feedback here as well as the survey.

Positives
I felt like I was able to live out my character build fantasy REALLY well. Everything from showing off the Triton race, paladin smiting and Barbarian raging. Everything added up to a great gameplay experience for me. Heck there were times where it felt like my character was being targeted specifically and because of how it was going it just felt like "yes this is what I want!"

Everything felt fairly adjudicated, how you as a DM would rule was clear and consistent

Love the setting and the character restrictions to the specific setting made for interesting decisions to be made

High level play was fun, and allowed me to take a general build I have wanted to play and adjust it to fit the game well

Could be improved
Wasn't my favorite rest mechanics, while I get it could be the module/adventure design it does seem like it punished some classes more than others (not mine but Warlocks/Monks/Fighters get put on some restrictions that steered me away from them)

The encounters really heavily relied on "now the PC's can't do anything" mechanics, and while I know some of that is needed for difficult gameplay, every encounter and enemy having something along these lines was a little rough, especially the "auto" restrained on everything

Bouncing between threads for combat information was tough as said before

Overall
I really enjoyed this game and would play with you as DM again and everyone else here as well. Had a blast.
Jul 27, 2024 1:44 am
So I thought I'd share my thoughts as well.
Lessons Learned
First, the "heroic rest" did not work out. I was trying to go for an adventure where there was such a time crunch that you wouldn't really be able to rest, but in reality there were a few times you could have taken a short rest like normal, like after the boat and after the dragon fight. There wasn't a long rest as by midnight you could still fight Hythonia but the king's daughter would have been a gorgon. Maybe I could have given you a choice to take a long rest, but I didn't think any of you would want to lose at half of the quest.

Second, the legendary resistance was meh. Probably not enough spellcasters to really test, but overall probably sticking with the old system would have worked better.

Lastly, i'm not sure how I felt about the potions i gave hythonia, but I greatly regret the potion of flying. Not sure why I felt the need to use it. I think the potion of heroism and the potion of giant strength were enough, if even too much.

I had originally planned to have a skill challenge to get the boat to the island through the rocky shore, but was bewildered when the party didn't want to bring the boat to shore at all and as such what I thought was going to be cinematic was instead avoided by player choice. This was not on the players, but instead on me for having a solution in mind instead of having a problem and letting the players do as they wished. As such, make future one-shots more open ended to see what the players come up with rather than assuming "players must do x at this location".
Jul 27, 2024 2:04 am
Players will always screw up your awesome plans. 🤣🤣

We can't stress enough, you did great as our GM and more than anything else it was fun. At the end of the day -- that's what matters most.
Jul 27, 2024 6:11 pm
Exactly! Had a great time and it’s great that your taking feedback and actively trying to become a better gm.
Jul 29, 2024 6:26 pm
I also want to say, while I don't think this was a great adventure for the epic rests. I do see value in the attempt in how to do it.

There is an adventure module I want to run that has a short rest problem, the nature of the adventure is a non-stop 3-4 quick battles.

Again while I don't know if it worked for this adventure the attempt was a solid iteration of something I wouldn't give up on.
Jul 29, 2024 7:25 pm
Since this adventure is over, I'm thinking I should retire it so it doesn't take up space on everyone's Games feed, though retired doesn't mean you can't go back and look over it. I'm thinking by next monday, 8/5, i'll retire it unless someone has a reason for me to not do that yet.

I have 3 replies to the survey so far. Filling it out is not required, but if the other 2 players who have not could do so, more feedback means more to go off on in the future.

I've already finished a GM character sheet for another one shot, level 15, default "fantasy land" setting. Trying to decide how long to wait before I post an interest check thread.
Jul 29, 2024 10:14 pm
It was a short and enjoyable one shot, and I don't have anything to add that hasn't been highlighted before. Maybe I'm still giddy the Dice Gods let me survive and pull off that epic last minute kill. Fitting for Theros.

Final note: I enjoyed a good game with a good DM and good fellow players, and I'd definitely be up for another go-round.
Last edited July 29, 2024 10:14 pm
Jul 29, 2024 10:20 pm
I would echo what annex said. Also level 15 one-shot would be fun. High level is really fun to try and build something unique you don't see normally.
Jul 29, 2024 10:22 pm
Can I just go on record as saying that we knew in advance we were taking on a Medusa Queen, so the fact no one else took blindsight (or Devil's Sight with Darkness) is wild to me. 🤣🤣🤣
Jul 29, 2024 10:40 pm
MaJunior says:
Can I just go on record as saying that we knew in advance we were taking on a Medusa Queen, so the fact no one else took blindsight (or Devil's Sight with Darkness) is wild to me. 🤣🤣🤣
I mean, I am a barbarian who can cancel disadvantage with Reckless Attack. I took Fog Cloud...hoping others took blind fighting/blindsight stuff.
Jul 29, 2024 11:41 pm
When I post the next game, i'm not going to say what the boss is. I'm not sure if it is a good or bad idea for the players to know what a final boss of a one shot is every time (stuff like this one it made sense) as high level players are already super powerful and if they knew they were going to fight a vampire and came with a group of clerics and paladins, the vampire wouldn't stand a chance and it might be too easy.

What do you guys think on knowing the final boss of a one shot during character creation? And if players do know and choose options to make the fight easier, should the DM let the boss fight play out normally knowing that it might end up being too easy due to PC optimization, or should they add in wrinkles to keep it challenging?
Jul 30, 2024 12:06 am
Here’s a twist. Maybe next time make it themed. For instance all pcs are thieves or kobolds etc
Jul 30, 2024 12:08 am
Knowing the boss ahead of time depends on the story behind the one-shot to me.

As you said, with this one we knew who we were fighting because we knew who kidnapped the Princess. A King would reasonably want to get his daughter back, so choosing warriors who had an advantage against the known foe makes narrative sense.

If a one-shot involves tracking down a shadowy cult-leader that no one is sure if they've ever seen (think early Season 6 of The Walking Dead -- "I'm Negan." Rick, having never seen the leader of the Saviors, honestly thought they had killed Negan because a man had claimed to be him) players should be blindsided by the boss.

I'd say let the fight play out. If, by luck or by planning, PCs are in a position to stomp out the BBEG I think letting it happen is best. If the fight is unrewarding, let that be a lesson for the players that optimizing isn't always best.
Last edited July 30, 2024 12:10 am
Jul 30, 2024 1:55 am
As with everything, knowing the BBEG at character creation is situational. It made perfect sense in this scenario, though I opted to play a character concept I've always wanted to try out instead of optimizing for an endgame medusa.
MaJunior says:
Can I just go on record as saying that we knew in advance we were taking on a Medusa Queen, so the fact no one else took blindsight (or Devil's Sight with Darkness) is wild to me. 🤣🤣🤣
I had both DS and Darkness but dropping that would have impaired most of you from also attacking, so I opted against it.
Jul 30, 2024 6:47 am
annex says:
I had both DS and Darkness but dropping that would have impaired most of you from also attacking, so I opted against it.
So... hard disagree.
You can't have double disadvantage. Most characters already were attacking with disadvantage from averting their gaze. The only thing Darkness would have impaired was Hythonia and her followers.

It would have balanced the battlefield a fair bit. 🤷

Ah well, live and learn.
Last edited July 30, 2024 6:47 am
Jul 30, 2024 6:32 pm
What do you guys think about magic items in these one shots? I feel magic items are, to a small extent, expected, but technically the designers of D&D 5e admitted that they are always a boost because the game was balanced around no magic items. Despite that, magic items are often expected by both players and DMs.

Also, I'm thinking for the next one shot that I will allow more magic items, since it will be level 15, but specifically making a distinction between "permanent" and "consumable" magic items. Also, I'm thinking of allowing everyone to have one "consumable" very rare magic item, but the party as a whole can share 1 very rare "permanent" magic item, that way the party can have one that they all feel they benefit from, or they might be able to make a strategy and agree "this strategy will work best if the barbarian has x" and if they all agree then that player get the item, but only because the party agreed it would benefit everyone.

Here is what I'm thinking for character creation
[ +- ] Character Creation Rules
Jul 30, 2024 6:57 pm
General selection guidelines PLUS an pre-approved list of items could be useful. For both the player and DM. Anything not on the list needs approval.

Instead of giving a cap on how many of each raririty you can have, maybe a homebrew point buy system.

Just brainstorming...
Jul 30, 2024 7:25 pm
Would for the flight options saying "Permanent flight" is not allowed, and consumables listed as 1 per player (maybe adding the clause "once you are affected by this potion you are not able to be affected by it again for 24hrs". That ring of flight seems like it essentially is a better potion of flying (other than the attunement but without 4-5 magic items each, that shouldn't come up).

I do like the "point system" as well, maybe you could even "standardize" it for you as a GM so it is easy to know without question. Like 2x(PB-2) magic items in a game. 0 "points" at levels 1-4. 2 points starting level 5. Then common is 1, uncommon 2, rare 3. This puts a lot of strategy for the players in how strong they want their items vs having multiple items. Then put a cap on the rarity per tier of play/level.
Jul 30, 2024 10:12 pm
The issue I have with the idea of "one super rare item for the party" is that I can see it breeding resentment. People rarely agree, and there isn't a character build out there that wouldn't strongly benefit from a SR magic item. Everyone will have an item in mind and feel they should get the one thing.

I see a lot of fighting and possible hurt feelings.
Jul 31, 2024 5:43 pm
Okay Im signing off! Thanks for the adventure and look forward to the next!
Jul 31, 2024 6:16 pm
Sounds good. I think i'll post for the next one-shot on monday. If I get a lot of interest, I'll probably go 72 hours and then let dice decide who gets invited. I've seen another person or two do that.
Jul 31, 2024 6:21 pm
I'm also not sure about the communal item idea but it's your call.

Again, thanks for the fun game, and I hope the Dice Gods will continue to be in my favour so I can play in the next one. :P

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