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Lucky Dagger: too exploitable?

PostPosted: June 17th, 2014, 5:16 pm
by GimmeYerGold
What's the average number of squares a player moves through during a typical quest? The reason I ask:

Lucky Dagger
[magic weapon]
This heirloom knife gives you the attack strength of 1 combat die.
So long as you wield the Lucky Dagger, you'll find 1 gold coin in each square you pass through.

Another option: having the gold be found when the player rolls doubles, amount of gold coins equal to that roll.

Re: Lucky Dagger: too exploitable?

PostPosted: June 17th, 2014, 5:52 pm
by Goblin-King
It is broken right off the bat as nothing prevents a hero from just running up and down the corridors, never entering the exit.

So yes: Too exploitable!

Re: Lucky Dagger: too exploitable?

PostPosted: June 17th, 2014, 6:00 pm
by GimmeYerGold
Ha! Yeah I see it now.

If there was an item like this, it might be better to have the found gold based on damage dealt so there is some risk and limited resources involved.

Although, it would be funny to see a Hero spending eternity just picking up coins off the floor of an empty dungeon, like some kind of crazy person :) Sounds more like the "lucky" dagger is a curse hehe Might make for a good NPC.

Re: Lucky Dagger: too exploitable?

PostPosted: June 17th, 2014, 6:05 pm
by Big Bene
Goblin-King wrote:It is broken right off the bat as nothing prevents a hero from just running up and down the corridors, never entering the exit.

So yes: Too exploitable!

As heroes are not allowed to enter the same square twice in a movement phase, he would have to spend several rounds (most of the quest, really) this way to collect some reasonable amount of money. Given the cost of items, 1 GP per square is not that much.

Re: Lucky Dagger: too exploitable?

PostPosted: June 17th, 2014, 6:15 pm
by torilen
I would say, if anything, make it based on damage, as has been suggested. It will not be an enormous amount
of gold, but every little bit helps, depending on how you run your games.

Personally, I wouldn't want to worry about the management of having to keep up with counting gold coins every
turn. Too much hassle, if you ask me.

Re: Lucky Dagger: too exploitable?

PostPosted: June 17th, 2014, 8:41 pm
by Count Mohawk
An alternative to having the dagger drop gold from damage would be to have it increase the value of Gold cards from the Treasure Deck by some amount, if the Dagger is equipped while searching. It's perhaps more exploitable since you don't need to attack with it, but it also limits the Gold you can get from it since the Gold doesn't reshuffle.

Re: Lucky Dagger: too exploitable?

PostPosted: June 17th, 2014, 10:14 pm
by Teldurn
Big Bene wrote:As heroes are not allowed to enter the same square twice in a movement phase, he would have to spend several rounds (most of the quest, really) this way to collect some reasonable amount of money. Given the cost of items, 1 GP per square is not that much.

Although it is markedly less exploitable with the UK rules, not so using the US rules.

I would say either suggestion mentioned already (based on damage or only on doubles=amount) would be good alternates.

Re: Lucky Dagger: too exploitable?

PostPosted: June 18th, 2014, 3:46 am
by Big Bene
Teldurn wrote:
Big Bene wrote:As heroes are not allowed to enter the same square twice in a movement phase, he would have to spend several rounds (most of the quest, really) this way to collect some reasonable amount of money. Given the cost of items, 1 GP per square is not that much.

Although it is markedly less exploitable with the UK rules, not so using the US rules.

I would say either suggestion mentioned already (based on damage or only on doubles=amount) would be good alternates.

I think I made a logical mistake here. It doesn't make a difference if the hero walks up and down in one spot or if he walks along the corridors (at least as long as they are cleared of monsters). One step is one step and one gold is one gold.
I still think, however, that using up 50 steps is a lot more "expensive" for the hero than to search a few rooms to find the same amount of gold.

Re: Lucky Dagger: too exploitable?

PostPosted: June 18th, 2014, 7:40 am
by Tott
it depends on the player, unfortunately there will always be the occasional player that spends hours walking up one corridor one turn then back down it again the next turn.
my version would be: Whenever you draw a treasure card, always gain another 20 gold coins in additional to whatever is on the card'
the reason being that some quests have an event based on searching for treasure that stops a treasure card being drawn, it also means that you would gain 20 gold even if you drew a wandering monster card or a trap.

Re: Lucky Dagger: too exploitable?

PostPosted: June 18th, 2014, 10:27 am
by knightkrawler
"Each time you take a monster's Body point with this dagger, roll 4d6 (or anything else, according to your taste). The result is the number of gold coins that seem to simply fall into your lap."

This connects "lucky" and "dagger", avoids the aforementioned problems, opens up tactics for the player
PLUS (and that's where the Evil Wizard player's fun lies in):
The player might resort to attacks with 1 AD although he could also use 3 AD with a longsword, for example. There's considerable risk in this because of counter-attacks.
And that will keep the EWP in the game for more fun for everyone involved. In theory.