knightkrawler wrote:That sounds interesting. Let us know how it goes, cause writing solo quests is waaaaaay harder that writing group quests.
There might be solo quest gems in there.
I ran through the first couple of quests with the Barbarian and the Dwarf separately going solo. I should add that I added Sjeng's equipment cards, allowing dual weilding weapons, which I thought would be a great help for a solo quest. There were also artifacts from various expansion packs I added. The hero would start out with base parameters and build their way up. The character would NOT be the same as the one they normally played in group quests, to avoid carrying equipment over between between 2 campaigns.
Example:
My girlfriend usually plays as the Elf in a group quest, she can pick the elf for these, but not the same Elf, using acquired equipment.
I did this because a certain weapon would be required to defeat the Chaos God that the hero may already have from a previous quest, just as I could use extra artifact cards to bring into this game.
It's very difficult to trick a hero on solo quests, if they're careful, like my girlfriend, she'll take her time with searches: kill the monster, end turn, search for traps, end turn, search for treasure, end turn, search for secret doors, move, end turn. In group quests heroes will often try to make the best of their turns, usually forgetting to search for traps or secret doors.
This careful tactic of searching would become a hindrance in Valor Valley.
Trial of White Mountain is a quest that really can't stand alone for a solo player, I'll probably end up changing that quest altogether.
Certain artifacts are also only available for certain characters; so it would be irrelevantly foolish to include the Wizard's Cloak in a series of solo quests being played by the Barbarian. So depending which hero is playing the artifact rewards will very.
The gold in each quest will need to change or the single hero will max out too quickly.
I'm also playing this with a Treasure deck consisting of 42 cards, swapping a Potion of Magic Resistance for Potion of Magical Aptitude or Elven Cloak of Passage, depending on which character is playing.
My Treasure deck includes:
6 Wandering monsters, 5 hazards, 3 poisons, 2 magical traps, 3 Potions of Healing, 1 Heroic brew, 1 Strength, 1 Defense, 2 potions of warmth, 1 air walk, 2 or 3 Magic Resistance (Magical Aptitude, Elven Cloak depending), 1 Holy Water, 8 gold, 2 gems, 2 jewels, 1 Treasure Hoard.
I'm thinking of adding Orc's Bane on the Weapons Rack in Ruins of Way if the Elf or Dwarf play. A shield for the Barbarian, and Trance's Rapier (artifact made by drathe) if the Wizard plays.
Let me know what you think so far... I wish HeroScribe worked on my computer, I could make a better presentation of this.
You do not have the required permissions to view the files attached to this post.