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True but this way you don't have to adjust the monsters.cynthialee wrote:The best balancing mechanism is to just adjust monster head counts (and or powers) to be in line with the power level of the party.
And one hero in charge of one of each mercenary would be an interesting way to play, space crusade squad style.cynthialee wrote:Understaffed heroes can be issued hirelings/henchmen. A squad of soldiers can really go a long way for a solo player.
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Daedalus wrote:cornixt wrote:That seems a little complicated. Have you seen the Imperial Assault method of giving extra turns? It's much simpler.
It's been a while. I'll check it out.



cynthialee wrote:It just doesn't work well for less players, especially with just 1 player.
It may make for a really powerful warrior, but the wizard will blow through his spells in a handful of rooms. Also a string of dart trap and small pit hazard cards in a row and even the Barbarian is in serious trouble in short order...
Now for a 5 man or larger group, I can certainly see the mechanic being useful, but I can also see it extending the boredom in certain circumstances.
Goblin-King wrote:Fully agree with cynthia here.
Even goblins will quickly whittle down a single barbarian if they only focus on him.
For single heroes it's just better to just make dedicated solo quests in my opinion (I understand that's not really the point of this topic though)
But of course the opposite problem kinda arises with more than 4 heroes. Even though they move in groups of four the monsters are still relatively weaker as they are up against more body points.
How would activating heroes in groups of 3 work out?
B-W-D M E-B2-W2 M
That would allow the monsters more staying power to compensate for the increased hero BPs.




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