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I'm trying to handle this in the best way possible. This is something I don't want and really wasn't expecting. The fact that the two of you have offered feedback instead of just saying forget is encouraging.Anderas wrote:After that speech it is difficult to continue for me.
I'm not sure what this means? The only thing I have a problem with is repeatedly visiting but not bothering to post. That's immensely frustrating and creates the impression that I have players that are actively trying to ruin it.Anderas wrote:But stop asking me when i take my turn. If I am not there for some days because I have visitors, just accept it. We were not writing pm to you when you were in Amsterdam either.
The idea of the sewer section is for it to be the most dangerous part of the quest that the heroes try to get through as quickly as possible. That means a constant supply of enemies while you're down there. I could have just made it a set amount of monsters per round but thought a random amount would be much more realistic and interesting.The Road Warrior wrote:I feel that well written and imaginative events in your quests are being drowned in a sea of randomness that I do not find enjoyable. Before the beginning of this quest we discussed the system of random events that you are using and we all voiced the opinion it is too heavy. It is this system, together with the extra randomness of the sewer monsters that has driven me to voicing my opinion that this is simply not fun. Isn't the point of playing through our custom material here to find out what others think?
I don't understand this statement at all. The exploration portion of the game is in no way affected by this, the random events are just the icing on the cake. I don't want everything to be completely scripted and I'm very surprised to find players that do.Anderas wrote:If i know that everything's random, then i know there is nothing to explore. If there is nothing to explore, you remove at least half of what it means to play Hero Quest.
Good. That's the first thing I wanted to add, this for me is the biggest problem with the standard rules.Anderas wrote:1. I fully agree that the monsters should have a life and should come to you sometimes.
The idea was for the heroes to get swamped if they stayed in the sewers for too long. It's just that the bowman got some extremely lucky dice rolls and took out Dispeller just before he got to the switch.Anderas wrote:2. I fully disagree to do it via random dice rolls, and especially not one monster per round. As explained, they would suck the actions of two heroes to keep the table reliabliy clean. Meaning, after two heroes are dead, the rest is fully occupied by random monsters and can't fulfill the quest anymore. It has to be less than that. They could even be stronger than your spiders, but less in the amount.
You're talking about one small area of a single quest. Normally there's a monster every nearly nine rounds. It's intentionally more (but only slightly) than one per round in the sewers because it's designed to put the heroes under a lot of pressure, and you would have been out a long time ago if it wasn't for the bowman's lucky shooting.Anderas wrote:3. I have two ideas for mechanics that provide "living" Monsters without having random monsters with 100 dice rolls per turn, and without increasing the difficulty over time so much that it is unplayable once you've taken the wrong branch by hazard
Why do you keep referring to two attacks? The only thing you'd faced that can attack twice is the bowman and they can't move if they do it. That's a lot less effective than two with one shot each. That's my standard rules for bows. I might add that opening a door stops you from shooting twice as well or you could just let whoever has a bow open every door and get an extra attack at the start of every combat.Anderas wrote:4. None of the ideas ever includes a double shot bowman on the other side of the table. This has to go away and never to reappear. Same with the double attack ability of nearly everybody. Actually, with it it is worse to attack than to be attacked. Why? If you attack and you fail, the other one can use his double attack ability and that is deadly. If you keep your distance, the other one has to come and you can use your own double attack ability. So this prevents agressive playstile and rewards cowardly playstile. Even if it is quite realistic with some weapons, i would say in favor of fluent game play you should reward people who go forward and take the initiative rather than punish them.
It's not always just monsters.Anderas wrote:The difference between your random proposal and my first proposal is that my proposal is somewhat more controlled, and self-balancing, and can have more results than just always a Monster; so it is more interesting.
At the start of each of my turns I'll roll a combat dice.
Skull = Nothing.
White Shield = Random Event.
Black Shield = GM takes a treasure card and can either discard it or return it to the deck. Roll the first dice again.
Random Events:
1 = Monster: Skull = Monster Patrol, White Shield = Sentinel, Black Shield = Sneak Attack. Roll the second dice again (another monster is the same type (patrol/sentinal/sneak attack) as before).
2 = Monster: Skull = Monster Patrol, White Shield = Sentinel, Black Shield = Sneak Attack.
3 = A random hero sets off a poisoned dart trap: Skull = Lose 1BP, White Shield = Unaffected, Black Shield = Lose 1MP.
4 = The GM draws an Evil Wizard card.
5 = A random hero draws a treasure card (wandering monster treated as sentinel and sentry treated as monster patrol).
6 = Random Treasure: Skull = D6x10gp, White Shield = Random potion, Black Shield = Random scroll.
Sneak Attack = Wandering Monster appears and can move and attack this turn.
Sentinel = Wandering Monster appears but can't attack this turn.
Monster Patrol = Wandering Monster appears but can't go this turn.
Yea but that has its own problems. Most of the time I'd be better off not doing it. If I have to do it then it could easily mess up certain parts of quests.Anderas wrote:The difference between yours and my second proposal is that you generate additional monsters, whereas i would just activate the ones that are already there.
I don't mind.Anderas wrote:The difference in both cases is, yoiu dice a lot, i get away without dicing.
I don't understand that. I was the one rolling all the dice. I added it to the sewer so you'd get swamped if you stayed down there too long. You were down there for ages so I actually under did that one. It was supposed to be by far the most dangerous area.Anderas wrote:Just the impression that the monsters will always come flowing in would make me say "no" to another try. I get it now that only the scouts had appeared through this method in the sewers. So there is no guarantee that you don't add another dicing method for something else, like you did for the sewer creatures. I think the scouts alone would just have added to the flavor. It was the mass of dicing and the mass of creatures every turn that really let me turn away.
Anderas wrote:Plus, the double attack feature of nearly everybody. This should be reserved really for the Boss Monster.
Gold Bearer wrote:Apart from you who gets two attacks?Anderas wrote:Three against one is just too much, especially if they have double attacks each.
Gold Bearer wrote:Why do you keep referring to two attacks? The only thing you'd faced that can attack twice is the bowman and they can't move if they do it. That's a lot less effective than two with one shot each. That's my standard rules for bows. I might add that opening a door stops you from shooting twice as well or you could just let whoever has a bow open every door and get an extra attack at the start of every combat.Anderas wrote:4. None of the ideas ever includes a double shot bowman on the other side of the table. This has to go away and never to reappear. Same with the double attack ability of nearly everybody. Actually, with it it is worse to attack than to be attacked. Why? If you attack and you fail, the other one can use his double attack ability and that is deadly. If you keep your distance, the other one has to come and you can use your own double attack ability. So this prevents agressive playstile and rewards cowardly playstile. Even if it is quite realistic with some weapons, i would say in favor of fluent game play you should reward people who go forward and take the initiative rather than punish them.
I added it to the sewer so you'd get swamped if you stayed down there too long. You were down there for ages so I actually under did that one. It was supposed to be by far the most dangerous area.
You keep greatly overstating the effectiveness of two attacks (and it really was just the bowmen, honest). Two attacks with two dice is much less effective than one attack with four dice, because you get two defence rolls. The bowmen can do it at range but that's offset by the fact that they can't move during the same turn that they shoot twice.Anderas wrote:And, mind you AGAIN: The bowman counts for two with his double shot option, so he is an instant kill for any Hero that is hurt a little bit. Exactly as it was presented by you.
I don't play it on the tabletop anymore, not for a long time. Yes I thought you wouldn't be down there nearly as long. If Dispeller had reached the switch you wouldn't have been.Anderas wrote:You planned we'd be there much shorter, really? It is maybe a planning failure - you should rethink the quest before you play it on the table top.
You could have just gone straight down and opened the stone door.Anderas wrote:You think we could have been faster? Tell me how.
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