Goblin

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I may be posing a strange question, but currently I have the pathfinder base set, all available expansions, the player mats, and a few hero miniatures to use in place of the token cards.

My question is, is there anything else I can possibly buy to further add to the game? I'm just a bit addicted :P

I was thinking about getting a large 'landscape' mat, but I'd have no idea where to even start looking for something like that...


1: If you're fighting a monster whose check to defeat doesn't contain 'combat' (so a wisdom, disable, dexterity, strength, etc check) then it's NOT a combat check and you can't play weapons or any cards that specifically must be played during a combat check, right?

For example, Siren's check to defeat is Wisdom 8, so against a Siren you can't use weapons or offensive spells, correct?

2: If a bane requires 2 checks to defeat (ie: Strength 10 then Strength 10) if you fail the first check do you have to attempt the second check, or should you roll the second check as well and hope it doesn't deal even more damage to you?


http://i.imgur.com/FJcSKAl.jpg

I just bought both of the official character mat sets (the 7 pack and the 4 pack) and the cover of the character mats reads "Each character using their character mat receives a special bonus: Once per game, at the start of your turn, you may discard a card to draw a card."

Seriously? Is this like... an official rule in the game?


Like many others, my group has found the game to be way too easy, so we've been looking around for house rules that increase the challenge, and here's a few that we really liked. (You don't have to use all of them, I'm just listing them here so you and your group and cherry pick and decide which one's you'd like to try) (If I didn't give credit where it's due complain at me and I'll fix it asap)

Also feel free to post other house rules for others to try out here, even if they're not specifically designed to increase the difficulty. I just think it would be really nice to have a dedicated thread for custom rules to spice up the game!

Party and Travel (Thanks to Sehyo)

Quote:

To add a sense of the party being together, have the party all start at the same location. I always lay the locations down in a straight line. That location can be selected by the party and is always the left most location in the line. I also like the idea of the locations reflecting some distance, but instead of making the characters have to move to only adjacent locations I wanted to make create a sense of distance and with increasing distance comes greater risk. So the following rule,is added.

To move to a new location roll a D6. If you roll the distance traveled or less on the D6 you encounter a random monster from the box. So if you move to the adjacent location your distance is a 1 and the monster only appears if you roll a 1 on the random move monster die. If you are moving over two locations then the monster appears on a 1 or 2' and so forth. I would keep the locations in a straight line until you play with 6 or more locations and then I would make then in a circle.

If the monster is not defeated then the character can't move nor can he explore that turn. If he defeats the monster the he continues his turn as usual.

Also the levitate spell allows you to move without making a check.

You may adjust the difficulty of this rule by changing the die you roll for travel. Our group uses the die=locations rule, so you roll a dX to travel where X = Total number of locations rounded up
3 or 4 locations = d4
5 or 6 locations = d6
7 or 8 locations = d8

Blessing of the Frauds

Quote:

Any card or ability that states "add X die/dice to a check" (such as Blessing of the Gods) should be interpreted as "add Xd4 to a check". For example; Blessing of the Gods would become "Discard this card to add 1d4 to a check" and Blessing of Calistria would become "Discard this card to add 2d4 to a noncombat Dexterity check"

This is because having too many heroes together means fighting a tough enemy becomes a nonissue. Encounter a villian, throw 5 or 6 Blessing of the Gods on him and he melts.

You may adjust the difficulty of this rule by changing the die rolled

Limited Assistance

Quote:

The official rules state "Each player may play only one type of boon on a single check", instead however, try "Only one type of boon may be played on a single check"

This is another rule dedicated to preventing "BotG Spam" on powerful enemies.

What this means: If you play a Weapon and a Spell in a check, another player may play a Blessing or an Item to help. This means no stacking blessings from multiple different players.

You may adjust the difficulty of this rule by only limiting Blessings to once per check.

Lose More Than Your Dignity (Thanks to H4appy)

Quote:

Normally if you die you lose your character, but if you lose a round nothing bad happens. This house rule states "If you lose a Scenario by running out of time, each character must shuffle their character decks and Banish 1 random card for each remaining open location."

This rule exists because losing a scenario should have a consequence, especially since death's consequence is so harsh. Thematically, think of it like this; As your group accepted defeat from the swarms of enemies you quickly fled from the battle, dropping whatever you could to escape.

Rest

Quote:

Once per turn, if a player hasn't moved to a new location or searched his current location, he may Rest by recharging a random card from his discard pile, he must end his turn immediately after Resting.

This house rule is deceitfully pleasant. You can spend a turn to heal 1 card, there are many ways to heal much more than this, but it's good to have in a pinch, however, it's still just 1 health back and the blessings deck is going to ever deplete, abuse this Rest action too much and you'll quickly find yourself out of time to complete the Scenario.


I'm not talking about another character add-on deck, since that's designed to both increase the character count and increase max players from 4 to 6.

But rather, an add-on deck designed to add more characters and nothing else (bare essentials for new characters - A new character only really needs the character token card, the character card, and the role card, right?). When you die and decide to start with a new character it would be awesome to be able to choose from a wider selection.

I certainly know I'd buy this in a heartbeat


AFAIK the rules state that cards may be played when the card allows it. So I just have a quick question regarding this rule, since it seems super open (probably intentional)

When you start your turn, after discarding a card from the blessings deck, you can play cards at any time, as long as they may be played, right?

So the turn overview, when you add in when the player may play cards that don't explain when they can be played (such as Detect Magic), would read something like this?

Advance the Blessings deck.
-May play cards here-
Give a card to another character at the same location (optional). Move to another location (optional).
-May play cards here-
Explore the top card of the location deck (optional).
-May play cards here-
Try to close a location if it doesn’t have any cards (optional).
-May play cards here-
Reset your hand by discarding any cards if you like, then discarding down to or drawing up to your hand size.
End your turn.