Spell/Combat Card Mechanic
So I've run my first few games in years and a few things came up with me and my players.
The Wizards finite spells mixed with his weak attributes really didn't make him a fun choice for my players.
I generally felt my players needed abit more umpf to get them through as well as just some more things to do in a turn, while at the same time I had an idea to keep the nasty consequences up.
Whenever a player rolls two 6's on the movement dice they pick one Hero Combat Card (Care of Ron Shirtz) if they are the Barbarian, Dwarf or Elf, to be used when they see fit. The Wizard alternatively may reclaim one discarded spell card that they have cast. Each player may only hold up to 3 combat cards at a time, but may discard one in the hand to pick a new one from the pile.
However! If a player rolls two 1's when moving the Evil Wizard picks a Chaos Combat Card and adds that to his hand, being able to hold up to six in total and may discard a card to pick another in the same way as the heroes. Another thought was alternatively the Evil Wizard can choose to permanently remove a discarded spell card from the current quest (Or maybe I could whip up a quick combat card replacement for this effect).
In regards to the above, I also house ruled that the Wizard now has 5 body points but Genie only does 4 combat dice in attack.
The Wizards finite spells mixed with his weak attributes really didn't make him a fun choice for my players.
I generally felt my players needed abit more umpf to get them through as well as just some more things to do in a turn, while at the same time I had an idea to keep the nasty consequences up.
Whenever a player rolls two 6's on the movement dice they pick one Hero Combat Card (Care of Ron Shirtz) if they are the Barbarian, Dwarf or Elf, to be used when they see fit. The Wizard alternatively may reclaim one discarded spell card that they have cast. Each player may only hold up to 3 combat cards at a time, but may discard one in the hand to pick a new one from the pile.
However! If a player rolls two 1's when moving the Evil Wizard picks a Chaos Combat Card and adds that to his hand, being able to hold up to six in total and may discard a card to pick another in the same way as the heroes. Another thought was alternatively the Evil Wizard can choose to permanently remove a discarded spell card from the current quest (Or maybe I could whip up a quick combat card replacement for this effect).
In regards to the above, I also house ruled that the Wizard now has 5 body points but Genie only does 4 combat dice in attack.