I put some thought and effort in my equipment system.
The equipment progression is at a very measured step;
the price table is not written on the cards to make it
changeable;
There are items up to 4 and a half, 5 dice;
and there are lots of gaps to put custom selfmade
items in between.
I use the colored HQ dice, however for most cards I also
made a pure white combat die variant.
Check out also Cynthia's and Mohawk's posting in my
thread, they are nice idea-givers for custom items.
The cards have a super-thick boundary so that the
professional printer won't complain. They fit with the
small card standard size, so you could for example
use Zombicide dashboards with them.
Those
dashboards are quite cool, it's the only part of the
game that i still use.
Click here to seem my cardsThat said, the base game has quests with very different
difficulties. If you talk about balanced equipment, you
also talk about balanced quests.
The Maze, the rescue of Sir Ragnar and
the first Witch Lord Quest are probably the easiest
ones. Ollar's labyrinth is maybe the most difficult.
The Trial is super-difficult for beginner Heroes, on the
other hand, for Heroes with 3-dice-weapons the quest
is quite measured, for Heroes with 4-dice-weapons
the quest is a bit too easy.
If you play them exactly in order, the difficulty ramps
roughly up - that has been well designed as far as you
can go with playtesting -
but if you want to profit from some of the great stuff
here in the forums, you should let yourself the freedom
to throw in a side quest here and there. I can really
recommend Whitebeard's Questpack, Goblin-King's
Labyrinth, The rescue of Sir Ragnar (as quest pack),
Slev's custom quests... And that are only the ones I read
in detail. Knightkrawler takes another attempt to the
Base Game Book by freeing the map and the monsters
from their positions, changing a bit the way that the
game plays.
There are lots more that i didn't mention even if they're
really worth it, sorry to all the others!
However; there is one problem connected if you throw
in the other Quest Packs as side quests or parallel quests:
The Heroes buy their equipment and then the difficulty
is not anymore appropriate everywhere. To solve this,
I made a quest book in four colors so that you can roughly
ramp up together with the Heroes. You can find it in
my signature. It is not as beautiful as other fan made
quests, but has inherent balancing. I tinkered with the
balancing instead of the design.
If you use that, you can use any equipment system you
like. Play the rescue of Sir Ragnar with fully equipped
heroes, they will lose as many body points as a newfound
group in the original quest.
You can also balance the quests yourself by using Mohawk'S
Questimator.
It's a tool that calculates the fights with a Marcov Chain.
It can calculate the fights only, but it is sufficient.
So you add the traps that you guess the Heroes will spring
and three times the wandering monster, and any magical
or special effects that shortcut the fight calculation, and
then your are there.
Questimator gives you the estimation with +/- 5 BP, but
that's ok: from my experience the heroes themselves
work toward the average in the middle of the range.
If they lose more, they become
very careful, if they
lose less BP, they search a lot more for treasure.
From my experience, if you make quests
that cost roughly 15 to 17 BP, you risk losing the life of one
Hero and threaten the others enough to make it exciting.
For comparison, The Trial had 21-22 BP as difficulty for
a beginner's group and often costs 2-3 Heroes the life.
For adults, i would recommend 17 BP quests,
for kids rather 10-12 BP in order to be not frustrating.
Wow
sorry for the rant. I'm at home looking for my sick child
who's in the bed anyway.