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A review of combat dice (Cursed City + others)

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A review of combat dice (Cursed City + others)

Postby iKarith » May 26th, 2021, 11:27 am

So of course, GW said Cursed City was going to be a long-term product. You and I might assume that means it's going to be available for months, maybe years. But in classic Games Workshop fashion, it was on sale for a good five minutes before they shut it down and refused to sell any more copies. YAAAAY. (Okay that may be a slight exaggeration. It was likely available to most people for at least seven minutes.)

Always Board, Never Boring, did a video where he looked at the game's combat dice and that of some other favorites.

Since it's possible you haven't seen a full review of it (the ones I've seen are all pretty long) and in-depth, Cursed City is a dark fantasy themed game with lots of little monsters, a few miniboss monsters (who sometimes empower the lesser kind!) and some actual bosses. The bosses especially hit HARD in this game and one or two hits will kill you. Your heroes can heal their wounds, but this takes time, and time may be something you just don't have a lot of, depending on the kind of quest you're playing. (There's like 4 kinds…)

The other games, Rangers of Shadow Deep and Burrows and Badgers, I don't know much about. Rangers of Shadow Deep looks like a very fast system with one roll of two dice, but it sounds like it's got very high variability to the outcomes of attacks. Burrows and Badgers takes the "natural 20" D&D mechanic and applies it to whatever dice are being rolled which is really cool. His example is a d12 attack vs a d6 defense. Rolling the natural 6 actually means you're going to block anything a d12 can dish out except that natural 12. Really cool what that does to the probabilities.

Here's the video:

Image
<InSpectreRetro> All hail Zargon!!! Morcar only has 1BP.


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