Near Broken Equipment
The idea of this came from Note A from Quest 1 -- The Trial were the Heroes encounter a Weapons Rack were everything is "chipped, rusted and broken." This gave me an idea for handing out equipment to fresh characters without giving them the actual equipment. Basically, place equipment as treasure that are nearly broken, that will fall apart by the end of the Quest. In this case, each Hero can search the Weapons Rack once for treasure, drawing a random Equipment card, with only Armor and Weapon cards in the deck.
The point of this is to tease the players with the good stuff, to show what they can work for, and give them a slight edge with such a though adventure. Also, players would likely throw damaged daggers and hand axes more if there is no point in keeping them.
If you have house rules for the recovery of thrown items, they will automatically brake. Near-broken shields maybe too weak to use the "Your Shield Shall Be Shattered" (sacrifice shield to negate all hits) house rule, but Evil Wizard Players may allow it.
There are any number of ways to approach this, but off the top of my head, when using near-broken equipment, the player needs to add a Movement Die to the normal attack or defend roll. If a 1 or 2 is rolled, it shatters and becomes useless. If the Evil Wizard Player is feeling more forgiving, it could just loose 1 Combat Die, being rendered useless at 0. It might also brake if three skulls or shields where rolled as it suffered too much force. Regardless, the item will fall apart by the end of the Quest and cannot be used in a later Quest.
Thoughts? Ideas?
The point of this is to tease the players with the good stuff, to show what they can work for, and give them a slight edge with such a though adventure. Also, players would likely throw damaged daggers and hand axes more if there is no point in keeping them.
If you have house rules for the recovery of thrown items, they will automatically brake. Near-broken shields maybe too weak to use the "Your Shield Shall Be Shattered" (sacrifice shield to negate all hits) house rule, but Evil Wizard Players may allow it.
There are any number of ways to approach this, but off the top of my head, when using near-broken equipment, the player needs to add a Movement Die to the normal attack or defend roll. If a 1 or 2 is rolled, it shatters and becomes useless. If the Evil Wizard Player is feeling more forgiving, it could just loose 1 Combat Die, being rendered useless at 0. It might also brake if three skulls or shields where rolled as it suffered too much force. Regardless, the item will fall apart by the end of the Quest and cannot be used in a later Quest.
Thoughts? Ideas?
