The Admiral wrote:wallydubbs wrote:Wow, 6 heroes? I suppose that wouldn't matter much and you could absolutely split up the party. Many of the quests give multiple paths and it could still work out with the all the mercenaries.
At some points in the game, though, I found this to be boring. The Wizard needs a 4th set of spells as he's gonna run out of things to do rather quickly. And then there's those quests with 3 Ice Gremlins lined up when you turn a corner. With 3 Body Points they can take forever to clear out when you only have 1 space in the Hallway. Veil of Mist or the Rogue's Combat Mobility would come in handy here.
Do you make any other adjustments?
The Wizard had trained up by then and had 6 extra spells. Powerful ones that I printed off from somewhere long ago. He was also well stocked up with scrolls. We weren't playing my version of the Evil Wizard cards back then so that made it easier.
I'm wrong though, it was actually 5 heroes. The four main plus the female Barbarian. The other Heroes were buffed by then as well: Barbarian +1 hand to hand, Elf +1 ranged and 2 extra spells and the Dwarf +1 defence.
Yeah, I've seen your Evil Wizards cards on here... At least I think they were yours. I didn't start implementing them until Return of the Witch Lord. We'll done.

















