
Steven Marsh |
Thanks for the reply!
Relating it to the blessings pile is a really interesting idea, but it leads to an incentive to burn through cards to explore earlier, which means that there's a real possibility you'll have some kind of bonus for that final villain . . . which I fear might make the conclusion a bit too easy. (I'm also not sure how easy it'd be to keep track of the blessings discard pile, since that deck tends to be a royal mess when we play.) Still, for others who might stumble onto this thread, here's how one possible breakdown might look with a +4 max bonus:
- 1-6: +4
- 7-12: +3
- 13-18: +2
- 19-24: +1
- 25-30: +0
. . . and here's how it might look with a +3 max bonus:
- 1-7: +3
- 8-15: +2
- 16-22: +1
- 23-30: +0
Regarding the die bumps . . . that's also a neat idea, but the problem is that it adds another layer of decision to a game that (for our table) is already at the limit of decision paralysis. "Do I use the die bump now to get the moderately cool magic item we kinda-sorta want, or let it go and save it for when we really need it?" (We already go through way too many rounds of, "Do you want a blessing for this attack? You're at about an 75% chance, which is pretty good, but . . . Well, maybe you can discard the weapon? That adds another 1d6, but then you don't have a weapon . . . but you'l'l be drawing two cards, so you might get another . . . Wait. Don't you have an ally who can add 1 to any combat? Should you use that now? But if you roll 6 over, that was a waste of a free exploration . . ." Seasons pass. Pages of the calendar fall away.)
We tried a similar system before that allowed for a certain number of rerolls per player per adventure, and folks were still being frustrated by large chunks of the game, muddling to the end without much loot or sense of accomplishment . . . until that final boss (if we survived until then), when all the resources we'd saved until then were enough to annihilate the final villain.
One thing I like about a flat fiat bonus is that it takes the decision out of the players' hands and just makes things easier . . . until the game becomes gradually harder.
(If it matters, our gaming table is myself, my wife, and our 10-year-old son . . . we're no gaming slouches, but it's not like we're die-hard grognards or anything.)
As an aside, when we ran into a similar problem with the boardgame Castle Panic, the simple solution there was just to add a card to each of our hands (so six cards per hand instead of five); more options meant an easier time keeping the board clear. But that's not a real option for PACG; a larger hand limit almost adds as many problems as it solves!