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Thanks for the replies, after discussions online and with my gaming group I went for Ultra Pro Standard Black. I like Hawkmoon269's idea for a masking stack-cover topper thingy, but, some of my players are bad shufflers anyway, and adding extra actions would make them cry. I did consider only sleeving the inplay cards but our gaming time is limited, I don't want to take up an extra 10 minutes on that, we could get a game of BANG! or something in that time instead. ![]()
I recently opened Stone Giants pack and shuffled in to Runelords, then realised the card backs are so differently printed that it is impossible not to notice the new cards in the stacks, which of course, ruins the game. So I am faced with the added expenditure of buying card sleeves to cover sp the backs of the entire set. My Q is, does anyone have experience of this, and will Ultra Pro Black standard be opaque enough, or will I have to go for Dragon Shield Matte (which will end up costing twice as much)? (I could of course just order one pack of each and test, but, I'm grumpy about having to do this at all.) ![]()
zeroth_hour2 wrote:
It's not so much how many times they die, but how late on and therefore how many rewards they have to catch up on. ![]()
I've jotted down quickly a few ideas for "catchup mini-mission cards". The idea is a player will draw the card and hold it until they have completed the requirements, at the end of the scenarion they will catch up the number of cards they succeeded in. (so they might actually catch up multiple times in one scenario.) Undecided : whether he scenario has to succeed for them to get these. I need to think about and balance these, but this is the general idea. They have to be things you might not just automatically do, or do easily. Involve some effort or sacrifice. PROVE THY METTLE
LAY TO REST
OLD ENEMY
DEADLY FOE
DESTROY THE RAIDERS
SURVIVE THE WILDS
FACE YOUR NEMESIS
HEROIC DEEDS
YOU MUST GATHER YOUR PARTY
LONE WANDERER
DISCRETION IS THE BETTER PART OF VALOUR
NOTHING MUST STAND IN MY WAY
THE NEEDS OF THE MANY
SACRIFICE TO THE GODS
SEND AN AGENT INTO THE WORLD
PAY AN OLD DEBT
UNLEARN WHAT YOU HAVE LEARNED
PREPARE FOR THE FUTURE
TREASURE HUNTER
HENCHMAN
BOOK LEARNING
PRAY TO THE GODS
QUARTERMASTER
PERSONAL QUEST
TOUGHEN UP
PRACTICE MAKES PERFECT
TRIAL OF STRENGTH
TEST OF REFLEXES
TRIAL OF ENDURANCE
TEST OF INTELLECT
TEST OF WISDOM
TEST OF PERSONALITY
ACCEPTANCE
POWER ON THROUGH
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Thanks, I'll see if I can find other player's catchup mechanisms. Some of my players like the idea of the catchup mini-mission cards so I might make some anyway, see how it goes, unless I can find a neater way someone else has come up with. I don't think we would go with just making it a failed mission though, we like the idea of having to plan to avoid horrid permadeath but would still like a way to catch up afterwards! ![]()
I am not sure if this is something I need "house rules" on or something I've just missed from reading of rules. It seems to me that on death, a player has to start a new character, without the level ups gained from previous adventures. (If I am wrong, stop me here....) It also seems the only way to gain those abilities is to actually play through adventures, which my players won't be doing. My idea was to make a deck of "Catch-up cards" which have extra personal missions/activities to carry out in future scenarios, to allow a player to catch up with the gains they have missed. So there will be a deck of cards with missions like "Defeat 4 monsters", "Visit each location in this scenario", "Explore 4 times in one turn", and so on; if you are behind on the level-ups, you would draw a card from this deck and try and complete the extra action to allow you to gain the first feat etc. you missed out on. It may be possible to complete more than one per scenario, perhaps, and there may be some harder ones which allow you more than one catchup feat. I think this would be a fun way to allow a character to get up to speed; is there are funner way I should consider? |