Been a lurker since the start but finally felt happy to provide my personal feedback after 101 hours of played time and also 6 evil playthroughs trying different routes and plans. I will be doing another one for a Good playthrough that my wife (who has zero experience with D&D and is not a gamer) is testing while I observe and get her feedback. I DM and also play the tabletop so I have a decent enough experience from that perspective.

Of the 6 runs with the various class, I find that the key decision point in an Evil playthrough is the Goblin vs Aradin fight. The fight does not allow you the choice to side with the Goblins which then forces you to experience "goodness" which will then result in people feeling conflicted and opting to stop being evil. I would love to have the choice to side with the Goblins and head towards the Goblin camp making that the "first camp" that you start at. This allows the PC to build a relationship with the Goblins and co. and also delve into the Absolute plot.


Recommendation:
PC arrives at the hill overlooking the whole incident or the road which then puts them close to the action. They see the whole thing play out. there should be an added dialogue where the Goblin spots you and does the Absolute mind contact. PC then has a choice to reject and save Aradin, or PC agrees with the lure of a bigger group and others like them and sides with the Goblin which then attacks the grove.

Assuming the PC joins the goblins, the encounter should end with them retreating AFTER killing Aradin but NOT taking over the Grove. This gives the PC an understanding that this Grove is heavily fortified. The road for the PC to the Goblin camp will then be safe since they will be escorted by the Goblin guide(?). PC then meets with Boss, Priestess and Minthara, and gets comfortable with them while plotting the demise of the Grove. If PC meets bear, they can then interrogate and or straight kill him. This adds additional tension that there could be spies. it can also result in him attempting Jailbreak and PC and Goblins try to stop him.

Taking this route, the PC can then return to look for avenues to infiltrate the Grove. The secret cave at the side will result in the PC trying to figure out how to get in (through the Halsin Secret Room or the side entrance near the Jail / Shack. It would be pretty amazing to see Goblins rushing out from the sides.

I would also recommend a 3rd option here where the PC refuses to side with any of the 2. Doing that will result in Druids always winning and they will have to persuade to enter the Grove (easy check, don't want to get involved angle or unsure angle). This will result in the same outcome where 1 of the Goblins will make it away. Which then sets up the Goblins finding where the Grove is and the PC thrown into a decision to help defend or avoid and leave before it starts. (Neutral play)

The story can then play out as is with the Minthara attempting to kill them after the victorious raid or letting them go. I would personally prefer a 3rd option to possibly have an ally with the Goblins and pursue the Underdark via the visions of the Absolute assuming the PC joined the Goblin at the start. (This will ensure PC don't feel shafted for doing evil and decides to turn back to good cause the game seems to be asking you to be Good)

A minor improvement in my view is the Dank Crypt fight. The placement of a single button in the corner outside the door seems... lazy? I would recommend that you split the party up, requiring 2 characters to press the button across each other and potentially open both sides rather than a single side. Also potentially have a 3rd to do something in the Statue of Jergal. These can be obvious, prompting the AI to say "There seems to be a rune / button here, wonder what it does?". The reason for that is because it would give the PC a decision to continue with the group spread out, rush and huddle in the room? split the group?

Similarly I find it funny that the door where the Bandits are to head to the Dank Crypt has so low hp and the Bandits just walk around trying to figure out if the door can be opened. I would recommend that PC arriving in the area finding them going maybe 1 patrol round followed by them deciding to break down the door. Assuming PC stay outs of trouble and fight, the bandits then proceed into the Dank Crypt area. Again they can then proceed to attempt to lockpick the big door to the scary place (like how a PC party would be) or head towards the trap room which would be funny. If the PC arrives in the area from the Dank Crypt, they find the Bandits trying to break down the door. Again urgency will then make the PC having to make a decision, stand and fight or run back where we came for an ambush in a bigger area?



Combat as some has highlighted can become long (raiding the Grove) and the stealth system can be improved. I won't go into those here since there are already threads on this. I know this is long and I have a bunch of ideas but wanted to stop here for now seeing the first impressions are the key.

Last edited by Tzariax; 27/10/20 03:32 PM.