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Evil Wizard Deck

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Re: Evil Wizard Deck

Postby chaoticprime » October 12th, 2013, 4:06 pm

A very good change to the game, that does work well, is making contested combat dice rolls (attack v. defense) a pass/fail check. Basically, instead of finding the remainder in damage after subtracting defense from attack, all attacks only ever cause one point of damage (except for spells--ball of flame is now actually good). There is virtually no chance of being killed in one-shot by anything, but likewise passes on similarly to many monsters.

Beneficial changes:

> Heroes cannot storm every single room with impunity. A monster that will not die in one hit, will always get the chance to hit back.
> The Wizard stands a fighting chance in the middle ranks. Players who dislike the Wizard's low BP and who change that with house ruled equipment will find such trappings no longer necessary.
> Fire spells Ball of Flame and Fire of Wrath are no longer nearly worthless. The ability to cause two Body Points of injury is now astounding.
> No more anti-climaxes during boss fights. Bosses are guaranteed to hang around long enough to cast off all their spells, and give Hero players more memorable battle experiences.
> The Barbarian's eight Body Points bears greater significance--he can survive twice the number of enemy attacks as the Wizard.
> In a game rife with references to "1 Body Point of damage" it furthers continuity of design.

Notes:
Irresponsible Evil Wizarding can lead to bad games regardless of the rules used. The Evil Wizard is not an arbiter role-playing the actions of the monsters fairly and logically. The monsters are the Evil Wizards pawns, and the only logic that should be applied to their control should be the earnest desire for victory.

On searches:
Searches are actually a bit too abstract, and they don't utilize other components of the game in ways that would not only be more simple, but more sensible as well. Searching for treasure has to have better conditions. Rooms do not have the capacity to be searched once by each Hero and yield results for each one. Factors concerning the interior contents of rooms determine how many times it may be searched.

Contents....Searches
Monster(s)........ +1 search
Furniture......... +1 search per item
Trap............... +1 search / trap

Searching a furnishing or trap requires that the Hero be adjacent to it, but otherwise functions like usual.

Quest-mandated searches exempt furniture items described by the text.

On treasure:
Adding more treasure to the Treasure Deck may seem fun. The original Treasure deck contained nearly one "bad" card for every "good" one. Wandering Monster x6, Hazard x4, Money x8 and Potion x6. To keep things right, you need to add one Hazard or Wandering Monster for every Potion, Gold, Gem, etc card. If you get into printing out the many types of potions, I find it useful to replace all the potions in the Treasure deck with these:

Image

On artifacts:
Artifacts are cool, but the game just has too damn many. How I rule is that once a group of Heroes finds an artifact, it goes into a cache. Heroes are each only allowed to use one artifact at a time. At the start of a Quest, each Hero picks out an artifact to use. If a Hero dies and the artifact they held is then lost (by the rules), it is up to the Evil Wizard to relocate that artifact (or perhaps make a Treasure card featuring the finding of a lost one).


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Re: Evil Wizard Deck

Postby knightkrawler » October 12th, 2013, 4:21 pm

chaoticprime wrote:On searches:
Searches are actually a bit too abstract, and they don't utilize other components of the game in ways that would not only be more simple, but more sensible as well. Searching for treasure has to have better conditions. Rooms do not have the capacity to be searched once by each Hero and yield results for each one. Factors concerning the interior contents of rooms determine how many times it may be searched.

Contents....Searches
Monster(s)........ +1 search
Furniture......... +1 search per item
Trap............... +1 search / trap

Searching a furnishing or trap requires that the Hero be adjacent to it, but otherwise functions like usual.

Quest-mandated searches exempt furniture items described by the text.

On treasure:
Adding more treasure to the Treasure Deck may seem fun. The original Treasure deck contained nearly one "bad" card for every "good" one. Wandering Monster x6, Hazard x4, Money x8 and Potion x6


My take on treasure, for anyone interested:
http://www.yeoldeinn.com/hqforum/viewtopic.php?f=8&t=895&p=16346&hilit=golden+silver+treasure+deck#p16346

This has already been changed over time.
- The highest average sum of money is in furniture, as well as the most potions
- the 1st room search now offers more money cards, but with a lower average value,
- the 2nd room search represents a thorough search by having a vast cast of hazards, low and high GC sums, and Nothings
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Re: Evil Wizard Deck

Postby Schmidt » October 12th, 2013, 4:45 pm

    you can only have three cards at any time. If you have three cards when you can draw a card, you have to discard one of your choise


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Re: Evil Wizard Deck

Postby chaoticprime » October 12th, 2013, 10:27 pm

Schmidt wrote:
    you can only have three cards at any time. If you have three cards when you can draw a card, you have to discard one of your choise


That sounds fair, although I doubt much opportunity will arise to squirrel the cards away. They should get played pretty frequently.


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Re: Evil Wizard Deck

Postby chaoticprime » October 12th, 2013, 11:16 pm

Alt Image


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Re: Evil Wizard Deck

Postby Schmidt » October 13th, 2013, 1:21 am

sajungzak wrote:To make sure Zargon isn't too powerful.

It was in response to this


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Re: Evil Wizard Deck

Postby Daedalus » October 13th, 2013, 4:20 pm

chaoticprime wrote:On searches:
Searches are actually a bit too abstract, and they don't utilize other components of the game in ways that would not only be more simple, but more sensible as well. Searching for treasure has to have better conditions. Rooms do not have the capacity to be searched once by each Hero and yield results for each one. Factors concerning the interior contents of rooms determine how many times it may be searched.

Contents....Searches
Monster(s)........ +1 search
Furniture......... +1 search per item
Trap............... +1 search / trap

Searching a furnishing or trap requires that the Hero be adjacent to it, but otherwise functions like usual.

Quest-mandated searches exempt furniture items described by the text.

I like these ideas. Though I was already for furniture affecting the chance of treasure searches, it hadn't occured to me monsters and traps should also increase the chance.

chaoticprime wrote:On treasure:
Adding more treasure to the Treasure Deck may seem fun. The original Treasure deck contained nearly one "bad" card for every "good" one. Wandering Monster x6, Hazard x4, Money x8 and Potion x6. To keep things right, you need to add one Hazard or Wandering Monster for every Potion, Gold, Gem, etc card. If you get into printing out the many types of potions, I find it useful to replace all the potions in the Treasure deck with these:

Image

I wonder if a similar set of cards could work with gold coin and gem treasure. To keep gold coin treasure relevant, it should increase over the course of many Quests. Perhaps use the same gold and gems treasure cards as a pile, but allow an extra draw every 20 Quests to proportionally increase the amount closer to what Quest rewards offer.

What, more treasure for the Heroes?! I'm also for a weapon damage houserule to drain those gains, and then some.
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Re: Evil Wizard Deck

Postby knightkrawler » October 13th, 2013, 4:26 pm

Mandatory brothel attending for all heroes.
Well, not all. Not the Elf. He works there.
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Re: Evil Wizard Deck

Postby The Road Warrior » October 13th, 2013, 5:05 pm

I really like this card deck, I hope your going to add some more cards to it.

There's some other great ideas in this thread as well.

We already only allow each room to be searched once but this might be changed to match this suggestion

Contents....Searches
Monster(s)........ +1 search
Furniture......... +1 search per item
Trap............... +1 search / trap


Your alternate combat system is also well worth a try.
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Re: Evil Wizard Deck

Postby sajungzak » October 13th, 2013, 5:09 pm

chaoticprime wrote:A very good change to the game, that does work well, is making contested combat dice rolls (attack v. defense) a pass/fail check.


This does seem like an interesting change. Levels the field a bit for everyone. I wonder if it makes the game take longer...

Schmidt wrote:
    you can only have three cards at any time. If you have three cards when you can draw a card, you have to discard one of your choise


Your right, that should temper it well. ;)
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