Damage variant ('hard mode')


Homebrew and House Rules


Just was thinking that it seems odd all the times where you have only a few cards left in hand but come against a monster and don't bother using any cards to defeat it, because 'it can barely damage me anyway!' (if you have 2 cards, the most damage it can deal is 2)

Of course, failing to defeat the monster means it gets shuffled back in, so you do want to beat it, but it still seems odd that a dragon would be unable to damage you much more than you already 'damaged yourself'.

How about a variant where if you take more damage than you have cards in hand, the excess cards get discarded from your deck?

Clearly, its a 'hard mode', but just a thought..

Pathfinder Adventure Card Game Developer

Matthew Boehland wrote:

Just was thinking that it seems odd all the times where you have only a few cards left in hand but come against a monster and don't bother using any cards to defeat it, because 'it can barely damage me anyway!' (if you have 2 cards, the most damage it can deal is 2)

Of course, failing to defeat the monster means it gets shuffled back in, so you do want to beat it, but it still seems odd that a dragon would be unable to damage you much more than you already 'damaged yourself'.

How about a variant where if you take more damage than you have cards in hand, the excess cards get discarded from your deck?

Clearly, its a 'hard mode', but just a thought..

I think you'll find that it doesn't change the game that much, since people rarely lose fights by large numbers. When things go badly, though, they'll go bad quickly. It'll also make healer characters more powerful. If you're the sort of group that plays `grim and gritty' RPGs, this sounds like a good way to do that.

If you're just looking for a hard mode, I'd suggest looking at the Blessings deck. For example: if you take damage, advance the Blessings deck by one. If you take damage beyond your current hand size, apply the extra to the Blessings deck.

Have fun!


Rather than specifically wanting a hard mode, it was just the times like where banishing armor to reduce damage was pointless because even though the enemy was dealing 8 damage, you'd only discard 1 card.

But I think a less-nasty version that still 'feels' odd less often would be:

When damaged, you can take damage up to your initial hand size, coming from your hand first and then from your draw deck (obviously, this wouldn't be quite so nasty on a huge hit as my original idea).


I guess another alternative would be: "if you take damage when your hand is empty, bury the top card of your deck". Thematically this is you pushing yourself to the limit of endurance and perhaps breaking/dropping one of your items in the haze.

Might switch exploring when exhausted from a no-risk, no-brainer to high-risk excitement.

Silver Crusade

Or when you take damage beyond what's in your hand, you could pull the extra damage from your discard pile and bury them. That way, it wouldn't be more deadly in killing you through your character deck, but it would prevent some amount of healing.


@Fromper - devious!

Liberty's Edge

I would steer away from when you take damage in excess to your hand taking it from the character deck since that is one of the advantages of small hand size and you just lost that advantage by doing this.

Maybe half of all excess is taken from the character deck and discarded (I think discarding would be better than burying because discarded cards can be healed whereas buried cards can't...and again having to bury only hurts the small hand sizes and they should be the hardier characters)...

SO if you have 2 cards in your hand and take a whopping 6 damage you would discard your 2 cards then discards 2 more from your deck (6-2 = 4 divided by 2 = 2)


Limiting damage to the hand size is a good mechanism because it help differenciate between strong durable character with high HP and low skill points and more versatile character with lower HP.

I dont think that adding damage over the hand size will keep the game balanced, "au contraire".

I also dont think that the lack of difficulty in the game come from the combat damage management. It is more related to the lack of puzzle in solving the scenario, there is only one method to do so and it is quite easy to figure. One you do, only bad luck at rolls or draws could result in a defeat.

Character death is not related to win or defeat, and should stay between rare to very low occurence if you intent to be able to finish a 33 scenario campaign with a team.


Simply Burying cards from combat damage would make a big difference. That would make you think twice about going for one more explore.


That would make you think twice before doing ANY explore and make cure spell nearly useless.

The game will stop, people will grind and rather take a timer loss than risk perma death. Bad solution for a no problem.

Game easiness or lack of challenge dont came from combat lethality it came from too much randomness on location deck and repetitive scenario puzzle structure.


Nathaniel Gousset wrote:

That would make you think twice before doing ANY explore and make cure spell nearly useless.

The game will stop, people will grind and rather take a timer loss than risk perma death. Bad solution for a no problem.

Game easiness or lack of challenge dont came from combat lethality it came from too much randomness on location deck and repetitive scenario puzzle structure.

Let's not forget that this was a suggestion for a Hard Mode, not for general play.

I only see players taking damage two or three times in any one game, so I don't see it as such a problem. Generally only 2 or 3 cards will be buried and they are bound to have a heap of other cards in their discard for Healing anyway. It means that the damage will really hurt in that they lose access to those good cards that you try to keep in hand.

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