The Admiral wrote:Pancho wrote:lestodante wrote:I would probably put a couple of Goblins more, in the first 2 rooms (bottom-right corner) and in corridors; when the hero moves and open one of the first two doors he can already slain 1 of them easily with the bow.
So there is not too much challenge to fight against 1 more goblin.
The first map that I play-tested did have 3 Goblins in those rooms. However, I found that the Elf was losing so much health that he then had no chance in the next stages, or was even getting killed early on. He can normally kill one goblin easily enough with his bow, but if there are two more in a room they can counterattack and easily damage the 6BP Elf.
I agree. The Elf could easily fail to kill a Goblin in his first or even second shot and take damage quickly. In my current playtest of Heroes' Fortress at the very start of the 1st Quest I rolled 12 dice (4 attacks) against 1 Goblin which defended it. It then ran down and attacked getting 2 Skulls which I only defended 1 with 4 dice and lost a body point! That whole 1st quest was an absolute travesty of joke luck like that, but I had a whole party with henchmen to mitigate the damage. A lone Elf doesn't have much leeway if things go pear shaped.
This is exactly the problem I have with doing a solo quest pack. If the dice go even slightly wild, the Hero's goose is cooked. I've got two plans to get round this;
1) design it so that the quests can be replayed and still be interesting. Multiple routes with multiple "bosses", and where possible different ways to beat them.
2) cheat. Although only one player will go up against the dungeon, there won't always just be one Hero in each quest. The player might control two or more Heroes in some quests.