delslow wrote:
I can't seem to locate the previous thread on game difficulty, and a new thread to discuss the "difficulty" of the game seemed appropriate.
I find that our normal group of 4 or 5 people tear through the game because of three main factors:
1) Each character is able to close a location on their first or second turns pretty consistently (except for the fighter, that is). We even poke fun of each other if we fail to close a location on our turn. There needs to be a mechanic to place henchmen and villains closer to the bottom of the deck (maybe a Pandemic type system).
2) Our players NEVER fail a monster check (1 fail per 3 play sessions). Monsters' checks should be higher and they should scale with the number of players in the game. Most monsters should always do some combat damage making armor much more valuable.
3) Blessings make encounters trivial. Here are some suggestions on how to curtail some of their usefulness:
- Blessings always add a D4.
- Blessings can only be used by players in the same location. (?unless you have the divine skill?)
- Only one blessing may be played per check by anyone.
- Blessings played by players in other locations are always buried. (?unless divine skill?)
I know you don't want to over complicate an already complicated game, but I find our play group quickly losing interest in the game because it is waaaaay too easy. I told them A4 would be harder, but the first two scenarios might have been even easier than the previous adventures.
=(
I have to believe you're doing something fundamentally wrong if you're closing out all the locations on the first 1-2 turns. Maybe some mechanic that all you you have misinterpreted. For example:
1) Are you waiting until you find a Henchman before you attempt a close? Otherwise, how are you getting that deep into the deck at the location so quickly.
2) Are you making sure that only the person who draws the card is going the attacking?
I know these seem basic but....I just have to believe you're doing something wrong for it to be so easy. We have white knuckle scenarios where we're racing against time, down to final 1-2 rounds and have no blessings to augment rolls. It's been great.