Re: Analyzing the quests of frozen horror
Posted: October 14th, 2019, 4:27 pm
Anderas, you did an excellent job with these calculations; although we have different methods of resolving the broken solo quests, I certainly respect what you've done here.
My thoughts are that you can make the group quests less difficult if you add the Female Barbarian to the group. As there are the potions that can only be drank by the Barbarian (either one), it would make the combat go by much more quickly and with the added mercenaries encourage heroes to split up the group (probably 2 groups of 3 +mercenaries).
You also touched on the Wizard, who wouldn't do much combat. Playtesting through this I've noticed the Wizard would run out of spells much too quickly. These quests are much longer and could limit the Wizard's involvement. 3 sets of spells are not enough for him. Assuming you play this after Wizards of Morcar and/or Mage of the Mirror, it's not unreasonable to give the Wizard an extra set of spell.
If I'm not mistaken, when the expansions Keller's Keep and Return of the Witch Lord came out, heroes were allowed to visit the armory and Alchemist shop between quests despite traversing deeper and deeper into an underground city. As far as I know it's ONLY in Against the Ogre Horde that heroes are not allowed to visit the Armory or Alchemist Shop between quests. Frozen Horror actually encourages heroes to make subsequent trips to resell equipment and purchase mercenaries.
I can perfectly understand the reasonings why the majority of the Ye Olde Inn community wish to play Keller's Keep, Return of the Witch Lord and even Frozen Horror as a similar way to Against the Ogre Horde's no trips to the armory. However this breaks the mechanic of Frozen Horror as mercenaries are desperately needed if the heroes wish to withstand the freezing hell that awaits them.
Do you propose some sort of mechanic or modification to rectify this? As you said, Deadly Depths, Search for the Scepter and Heart of Ice are incredibly difficult. As much as I like the introduction of Dark Warriors from Dark Company, I'm somewhat tempted to leave them as a band of mercenaries available for the heroes to hire.
Also, I'm wondering how you play with the Ice Slide if multiple heroes are going down it at once (such as the first two spaces from Search for the Scepter), do they all pile up one behind the other, or do they push the guy ahead of them off the slide?
My thoughts are that you can make the group quests less difficult if you add the Female Barbarian to the group. As there are the potions that can only be drank by the Barbarian (either one), it would make the combat go by much more quickly and with the added mercenaries encourage heroes to split up the group (probably 2 groups of 3 +mercenaries).
You also touched on the Wizard, who wouldn't do much combat. Playtesting through this I've noticed the Wizard would run out of spells much too quickly. These quests are much longer and could limit the Wizard's involvement. 3 sets of spells are not enough for him. Assuming you play this after Wizards of Morcar and/or Mage of the Mirror, it's not unreasonable to give the Wizard an extra set of spell.
If I'm not mistaken, when the expansions Keller's Keep and Return of the Witch Lord came out, heroes were allowed to visit the armory and Alchemist shop between quests despite traversing deeper and deeper into an underground city. As far as I know it's ONLY in Against the Ogre Horde that heroes are not allowed to visit the Armory or Alchemist Shop between quests. Frozen Horror actually encourages heroes to make subsequent trips to resell equipment and purchase mercenaries.
I can perfectly understand the reasonings why the majority of the Ye Olde Inn community wish to play Keller's Keep, Return of the Witch Lord and even Frozen Horror as a similar way to Against the Ogre Horde's no trips to the armory. However this breaks the mechanic of Frozen Horror as mercenaries are desperately needed if the heroes wish to withstand the freezing hell that awaits them.
Do you propose some sort of mechanic or modification to rectify this? As you said, Deadly Depths, Search for the Scepter and Heart of Ice are incredibly difficult. As much as I like the introduction of Dark Warriors from Dark Company, I'm somewhat tempted to leave them as a band of mercenaries available for the heroes to hire.
Also, I'm wondering how you play with the Ice Slide if multiple heroes are going down it at once (such as the first two spaces from Search for the Scepter), do they all pile up one behind the other, or do they push the guy ahead of them off the slide?