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The thing about shuffling - it's random as long as you don't know what order it's in.
That said, there is such a thing as over-shuffling, to the point that you have higher odds of shuffling them back into the same or similar order. I recommend doing three or four different shuffles or alternating between two different shuffles several times and you just get what you get. ![]()
agraham2410 wrote:
Thanks, I also enjoy the "Shieldbash". Early, it is a little strong, but the early Adventures and Monsters aren't too difficult in the first place. Later, her base roll is relatively high, but her potential is low in comparison to other's. She basically trades potential for a solid base and can still fail easily against tougher opponents.
I personally like this trade off because it forces players to strategically use their shields and blessings and not just burn through them for convenience sake. ![]()
For reference, this is the full description and setup of my Linear Board. http://paizo.com/threads/rzs2qos2?Variant-Linear-Board-Revisited#1 ![]()
What It Does: - Provides a themed "map" to traverse
Additional/Modified Rules: - Themed Locations, Monsters and Barriers: While still mostly random, these cards are dealt from composed theme-centric decks
Full Description and Clarification of Additional/Modified Rules Here The Setup: Part A)
These defined areas are not absolute. As long as the locations fit the general theme of the scenario, a number of cards can often be in either of two piles. Part B)
- Set aside 2 to 3 locations that are integral to the Scenario
The Starting/Safe Zones - If the scenario starts in a town - Begin by dealing two random "Urban" Locations on the far left of the board, one above the other.
The Mid-Board - If the Scenario is only or mostly town - Deal at least two more random Urban locations in the same fashion, directly to the right of the Starting locations
Part C) The Destinations (The Far Right) - There are three options to finish the board setup - Option 1 -
- Option 2 -
- Option 3 -
The total number of Locations on the board (Including Starting locations and those set aside) should be the default number per player plus 2. Final Arrangement: 1) Arrange the cards so they make sense
For Example: - If you are travelling through a town, and have a Location like the City Gate, put it to the farthest right of the Urban area. - Make sure the "Landmark" cards are adjacent to one another and if they are described as being near the Town or City, put it adjacent to the Urban Locations. If they seem farther away, put them closer or next to the Destinations/Dungeon Locations. 2) The Board can be as interesting or as difficult as you want it to be.
- I often make a "bottleneck" where the 2 rows join into one Location. (Forcing characters to move through a specific Location) - If there are an odd number of Locations, I also commonly arrange the Dungeons in a column of 3 on the far right. Making it so the middle Dungeon connects to both rows of Landmarks and both Dungeons. - Other layouts can include a Location that connects only through another Location. For example: placing "Treacherous Cave" below/above the "Woods" Location, adding a path that stems from the 2 row board. Thoughts: I know this may seem like a lot to take in initially, but it's really quite simple with only a few guidelines.
This is also versatile and open enough to use in conjunction with any additional mods to the game. Please try it out, and any feedback is appreciated. I'll add images to illustrate Board Layout examples in the near future. ![]()
This is a thread from BGGer Entice. A well defined idea that is open to adding events and theme accordingly. Variant - Blessing Deck Events - Can be applied to any scenario! ![]()
These are my first custom characters for PACG, they are original characters that I've used for other games, but this is the first time writing a background for them other than being sisters.
Origin:
Valisa Female Half-Elf Ranger With a thin figure and pale complexion, Valisa takes after her Elven mother, though shorter and with less pronounced ears. Like her sister, she was taught to hunt and track at a young age and it quickly became evident that she had a keen eye and steady hand for archery. Her mother also took notice that she had a hidden potential for magics and decided to teach Valisa how to aid her sister as well as enhance the effectiveness of her archery using spells.
Skills:
Powers:
Cards List:
Roles:
Adina Female Half-Elf Fighter Quiet, dark and a recluse, Adina has few friends and is always focused on the task at hand. She is an excellent hunter but unlike her sister, Adina seemingly has no talent for magic, and has focused all of her training on her swordsmanship and close combat abilities. What she lacks in stature, and magic, she makes up for in skill, agility and quick thinking.
Skills:
Powers:
Cards List:
Roles:
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These variants adjust the game in minor ways without the addition of any cards, while still adding to the level of difficulty, thematics and strategy. • 24 Blessings - in the blessing deck +1 for each player, for a minimum of 25 and a maximum of 30 for 6 players • Blessings - can only add a maximum of (x)d8 to checks. Meaning they can match and add base die up to 2d8 • Critical Hits – If a player takes damage from a combat check exactly equal to their current hand size, they receive -1 to all of their checks for the remainder of the scenario or until a card or power with the “Healing” trait is used on him/her. (Kyra’s first power and the Apothecary location effect qualify as heals) • Range – Cards with the “…at another location…” text or that can be played with no location restrictions can only be played on the same or adjacent locations. (This does not apply to Blessings or Longbows) • Longbows - are able to add to checks up two locations away. • Linear Board – The board is built with some randomization, with the addition of starting “safe” zones where the villains and henchmen are unable to escape to or be placed in. Most of the locations are chosen thematically, and are placed from left to right in 2 rows. You can only move to an adjacent location, unless a location is closed, in which case you can move through it freely. (This variant makes each play-through of any scenario unique and require more tactical strategy) • Monsters – are dealt from a “themed stack” where they are separated into categories like Human, Goblin, Undead and Other. Scenarios with a town or human theme will have mostly humans with some “others” mixed in. Or scenarios like Thisteltop Delve will be dealt from a deck with all of the goblins mixed with a handful of others and a few humans. I’ve been playing with these variants after multiple Vanilla play-throughs and find it much more challenging and engaging but still fun and much more thematic.
Please try it out for yourselves or just leave some feedback! |