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Kurgan wrote:"Mentor reports that Zargon's forces have recently begun drinking Chaotic Defense potions as part of their standard issue rations... "![]()
That's going to double the durability of the monsters, effectively. I'm still inclined to only use the blue dice in special circumstances, but we'll see!




Kurgan wrote:As we play through (and hopefully get to the various official expansions) you'll see that the way the difficulty was increased by the original map creators was to add many more traps, many more monsters, and increase the number of higher level monsters. Eventually you'll start to see wandering monsters bring multiples, rather than single monsters. You'll see many more instances of traps appearing behind closed doors and even traps that you can't detect by searching. There will be monsters who can open doors, and of course the bosses will get multiple chaos spells. Sometimes gear will be stolen (or even destroyed!). I think you balked a few times at the "immune to fire spells" monsters and the "blocks all skulls with one black shield" monsters (hypothetically, since these only appear, to my knowledge, in the Dark Company, where there are a lot of them!).
Kurgan wrote:Well, get ready, because there are bad guys who can ONLY be harmed by certain artifacts or spells (and not just the one you're thinking of). And yes, even before we get to the "not adequately play-tested" packs, some of this stuff already appears. So far though I think a few tweaks can keep it challenging in these earlier, "simpler" quests without it being frustrating or feel like the GM is cheating.

Kurgan wrote:So it's not JUST throwing many more monsters, but that's a tactic the game designers themselves employed. All I've done is started doing it a little sooner, to limit the anti-climactic endings.
Again, others may disagree, and I'm open to ideas always, but the reason I'm ramping up these Heroes as you progress is that I know what's coming!
Kurgan wrote:I think in the Game System, the designers really did an excellent job, in trying to make sure pretty much each quest had its own gimmick, that it introduced something new. The same can't be said for every instance of the newer (and shorter) campaigns that followed. Back in the day I played through KK and ROTWL (the latter I liked a lot more as it felt less generic and I guess having the recurring villain was great story-wise as opposed to the gimmick of KK) and I remember them being very hard and sometimes the gimmicks were shall we say... rather brutal. I've hosted games with four out of the six solo quests from EQP/BQP (defiantly way too hard for a basic hero to play, much less a noob to HQ), but with tweaking they can be fun. I've also hosted Against the Ogre Horde, the first three and they're very tough, but while the new rules present a few cases of some confusion, they're pretty decent. The Japanese game system starts out VERY easy (if played under NA rules... the original rules introduces magic very slowly, so you add rules as you go through the first four quests)... it's also, in the original rules, very generous on gold (which you need to level up your body points!) and with limited equipment and some other things it really is its own animal... but in terms of just having some fresh new adventures it was pretty cool to run a campaign with some new basic heroes, and great for beginners (some have played them as solo quests as well). When I GM I don't always get it right, but I strive for that balance. And when it's finally my turn to be a hero again, I can't wait to see what people come up with (even if it's just a remix of an existing classic quest).












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