RECIVS wrote:I call it the "FP accumulation issue", and yes, it can potentially break the game. It's not commonly reported because most people don't stick around enough to reach that point. Only serious players get to come across it. You're really into the game, aren't you?![]()
Quite a bit yes, how could you tell?
RECIVS wrote:What matrices are you using? The issue could be a sign that the number and PV of the monsters you're picking are not a suitable match for the adventurers. You may need to start including stronger monsters along with spellcasters and specialists. Another quick fix is to increase the GM's chances of success so that a DC is used upon rolling equal to or lower than dungeon level (instead of a 1 for any DL). If you're playing multiplayer, then give the GM more DCs.
I primarily used the original tables most of the time. However, during their second campaign, I began implementing the classic rule for a DC on a roll of 1 or 12. I aim to develop a system for future GMs who are new to the game, allowing them to use the existing tables with some additional features. This approach would reduce the game's barrier for entry. For instance, the total fate points of the party could determine how many PVs they can add per table result, or introduce a higher risk of getting DCs. While creating new tables or adopting a new monster-generating system like Slev's is an option, I prefer to stick to the base game and incorporate a few tweaks to address these problems.
RECIVS wrote:Limiting the use of FPs works as a quick fix, but then you'd have to limit the matrices and dungeons as well or the game would become unbearably difficult. You may probably want to increase the FP allotment as the adventurers become more experienced, though, or you'll be stuck with the same matrices and exploration tables. You'll have to find the point of balance that works best for you if you're going to keep using pre-made monster matrices. To me at least, sticking to monster matrices nowadays is like preferring graph paper to draw your dungeons by hand instead of taking pictures with your cellphone. Do yo still draw your dungeons by hand?
I've been thinking about a quick fix without having to change the matrices. The following tweak came to mind:
A hero is allowed to use as many fate points per exploration phase or combat phase, but after using one fate point during that phase, any subsequent fate points used will be lost permanently.
I haven't drawn any dungeons yet, but I've been quite busy creating new custom scenarios to serve as 'in-between adventures.' These scenarios replace some of the randomly generated upper floors, featuring stories that unfold on the way to the dungeon or within a town. https://drive.google.com/drive/u/1/fold ... CuTHeqD6Nz
RECIVS wrote:I can't recommend Slev's system enough for generating monsters (the one that worked anyway). It scales itself to party strength taking training, spells, and experience (FPs) into consideration. You may find it in my bestiary.
Another part of my approach is that FPs may be used to acquire feats that spice up the encounters. Also, my adventurers start slightly lower stat wise than their AHQ counterparts but within the same spectrum, leaving more room for advancement. You can read about it in my redesign notes.
As you can see from the stuff I've made, I'm a fan of Enhanced AHQ, and been making loads of content for that specific version. But I know it's far from perfect. It tries to make the game less deadly for new heroes (new magic system, heroic abilities, new character creation with classes). But once those heroes have finished a few adventures, they become too overpowered very fast (which also was a thing with the base game in my opinion). So working out some house rules to fix that. Already using your Toughness softcap to address that issue. Fate points is the next gamebreaker that needs some work.
RECIVS wrote:Nice setup, by the way. It looks fantastic!
Glad you like it! You can find all those tiles on my Google drive if interested.




