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GM vs Overpowered Heroes

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Re: GM vs Overpowered Heroes

Postby TMU » September 19th, 2014, 10:24 am

Gold Bearer wrote::goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP.

Simple as that. Might work better than guessed. :)
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Re: GM vs Overpowered Heroes

Postby artisturn » October 5th, 2014, 1:24 am

Gold Bearer wrote::goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP.



I like this chart very much and I think I will start using it.

We about to start the 5th quest and already the heroes are clearing out the boss rooms with no effort, I was thinking about just adding extra monsters but this chart might just do the trick.
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Re: GM vs Overpowered Heroes

Postby knightkrawler » October 5th, 2014, 3:20 am

It does. I've been using these stats for some time now, too.
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Re: GM vs Overpowered Heroes

Postby chaoticprime » October 5th, 2014, 5:04 am

Something you could try, is ruling that monster BP must be depleted all within one round. That'd coerce teamwork.


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Re: GM vs Overpowered Heroes

Postby Anderas » October 5th, 2014, 9:26 am

:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP.

Indeed, that changes about everything. Ork, Fimir and Chaos Warrior are close-to the same strength if they all have 1 Body Point. But giving them different Body Points from each other enhances greatly their action-ability. Against one single basic hero, a Fimir with 2 BP is close-to 2 Fimirs regarding the damage output. Against better Heros and more than one Hero at a time, they don't scale linearly anymore, but much better as if you would just give them additional defence dices.

Also, i like the idea posted before, to give some of the monsters a defence or attack reroll: The Variance of the fights is so high that you can't really predict the outcome of a fight. I've seen the first Ork of a game taking out the Barbarian, and I've seen the Wizard surviving against a group of 5 of them. Rerolls do reduce the variance by large. Adding in the multi BP idea, and you get a lot harder, at the same time easier to predict result.


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Re: GM vs Overpowered Heroes

Postby Gold Bearer » October 5th, 2014, 5:54 pm

It's also handy that it seperates the mummy and chaos warrior with the Euro stats and the chaos warrior and gargoyle with the US stats.

Another thing that I add is the Zarcar player rolling a combat dice each turn and on a black shield it triggers a wandering monster that starts on a square out of sight. This stops the heroes waiting outside a door until they roll a high movement. When we used to play we ruled that they might as well open every door with a twelve because there was no reason they could keep rolling indefinitely. This rule puts a stop to that.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: GM vs Overpowered Heroes

Postby mitchiemasha » October 5th, 2014, 8:34 pm

TMU wrote:
Gold Bearer wrote::goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP.

Simple as that. Might work better than guessed. :)


The EU edition not having any is too easy but that's hardcore, surely way too hard. I don't mind the US edition having the same number for orcs and goblins etc as the difference in strength between them is reflected in how many combat dice they roll.

I like too give goblins move attack move.


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Re: GM vs Overpowered Heroes

Postby chaoticprime » October 6th, 2014, 1:24 pm

The gargoyle has two weapons, so it gets two attacks. I split it up 3/2--ruled like the Polar Warbear.


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Re: GM vs Overpowered Heroes

Postby cynthialee » October 6th, 2014, 1:30 pm

Change the equipment used by the orks and goblins some. Give them some Chaos spells in potions or scrolls that only work for evil characters working for the Evil One.
Try "gun and run" goblins with crossbows and armor. Now give them some of the chaos spells or other items in the game. Imagine a Goblin in a goblin sized only Borins Armor and a crossbow. Think that dude will be a major problem? Hint, he is devastating if their is a circuitous route he can take to end back where he started. Have a few buddies with him that have goblin sized equipment that ups their stats a bit.
Make the items owned by the chaos army only usable to those who have taken a blood oath to evil....Don't think the heroes are willing to pledge their souls to Zargon/Morcar and his glory.
One of the nastiest mods I have tried is to simply allow monsters to open doors and call for back up.
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Re: GM vs Overpowered Heroes

Postby Gold Bearer » October 6th, 2014, 5:38 pm

mitchiemasha wrote:
TMU wrote:
Gold Bearer wrote: :goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP.
Simple as that. Might work better than guessed. :)
The EU edition not having any is too easy but that's hardcore, surely way too hard.
I think it well balanced. It might make US chaos warriors a bit mean with their four attack dice but chaos warriors should be hard. There's very few gargoyles and they should definitely be a bit harder to kill.

cynthialee wrote:Change the equipment used by the orks and goblins some.
Gold Bearer wrote:Orcs and goblins have a variety of weapons which lets you mess around. Letting some attack diagonally should work well. Orcs with flails are bosses and defend with three and can attack diagonally, the orc with the bigger sword is a savage orc, orcs with a shield stuck to them are black orcs, goblins with axes are night goblins, goblins with shields are forest goblins, goblins with axes and shields are goblin bosses, fimirs with shields are bosses, chaos warriors with shields are chaos champions, skeletons with shields are wights, etc. You can also use the candle sticks as staffs or swords and the gargoyle wings to make reapers.
;)

Gold Bearer wrote:One idea I've got for my house rules is to let all monsters that don't have 0MP open doors and as soon as one monster in a room is in sight all the monsters in the room are activated on the next EW player turn but I've never playtested it and it might make it too hard for the heroes.
cynthialee wrote:One of the nastiest mods I have tried is to simply allow monsters to open doors and call for back up.
How'd that work out? Was it crazy difficult for the heroes?

cynthialee wrote:So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
What happens if you know your opponent but not yourself? :)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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