Game too Easy? Place Villains and Henchmen on Bottom?


Homebrew and House Rules

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So, we've blown through most of the game already and it seems to be pretty easy. We have had zero deaths and have failed a scenario only once (our PCs had no idea what they were doing). I understand the game is meant to be easy, but it may be just a bit TOO easy (especially if we hit a henchman or two really early in a location deck).

I have some suggestions on making the game a bit harder:

1) After setting up the location decks and before adding in the Villain/Henchmen, shuffle the location decks than randomly place the Villain/Henchmen on the bottom of each location deck. This would make for longer and harder play sessions (shuffling a location is semi-desirable now, and Harsk's scouting talents would be stronger).

2) Limit the number of blessings that can be used per check attempt? Many times, battles become silly when everyone in the party volunteers a blessing on a roll. I mean a d4 melee roll becomes a 6d4 (5 blessings) + 3d4 (ranger, fighter, bard assist) melee roll very quickly in a 5-player game.

3) Limit the range of cards being played. Maybe I shouldn't be able to cast cure or use a blessing on someone who is not at my location?

Liberty's Edge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

How many PCs are you running through the game? I don't find a lot of people willing to part with a Blessing on a check when you have 4-6 players. You need them too much for explorations.


Shuffling the henchmen and villain in the bottom 4 cards of the location is something we're looking into, but not always the last card, especially in a 5-6 players game.

And I guess I play in a group similar to TClifford's. We're 4, and it's fairly common to get one blessing from someone else on a check, but not more than one.

The only ridiculous "blessing checks" we get are from Sajan, and he's doing it by himself.


delslow wrote:
Maybe I shouldn't be able to cast cure or use a blessing on someone who is not at my location?

Isn't Cure already limited to your current location? I don't have it in front of me, but that's how I've always played it.

What you suggest would also make Harsk's "At the end of your turn, you may examine the top card (or bottom card) of your location deck." ridiculously over-powered. I can't think of any, but are there other powers/cards that let you target the bottom of a location deck?

It also over-powers any effect that lets you shuffle a location deck (Augury, Sanctuary and/or any evade, etc). Now, in addition to the power, you know you'll also be bringing the villain/henchman closer to you (worst-case, it stays at the bottom). It could also encourage losing in combat for the same reason.

However, I do have to wonder if something may be off with your style of play or set up if you're breezing through the game. The games I've played with 4+ characters have almost always came down to the wire, or we lost due to time; even my 3 player games often come down to the wire.

The obvious questions: You're using 7 locations for 5 players, right? And each player controls only 1 character?


5 Players: Cleric, Bard, Ranger, Fighter, and Monk.
7 Locations

We decide which two locations to close quick, then we spread out to each location that each of us are capable of temporarily closing. It's worked every time. Generally, we find henchmen and close off a few more locations before we hit the villain, but we haven't failed once we learned how to play.

Are there restrictions on how many times the bard/fighter/ranger can use their +1d4 ability? I've been asked if we are doing something wrong because we can bumble our way through each scenario with no problems. I just tell them, "Paizo wants us to have fun. Losing isn't fun." Oh, but sometimes losing IS fun!

/sadface

Silver Crusade

As mentioned above, Cure is already restricted to "at the same location". So are Lem and Valeros's powers to aid others. Hopefully, you're only using those powers to help people at your location.

But I do agree that the game is fairly easy. One suggestion I've heard to make it harder, which I haven't gotten around to trying yet, is to add an additional location. With 5 players, that would mean 8 locations instead of 7. It doesn't really increase the chance of death, but you do have to explore faster to win before running out the blessings deck.

Another possible suggestions to make it tougher is just go with a smaller blessings deck. But I think I prefer the extra location idea.


delslow wrote:

5 Players: Cleric, Bard, Ranger, Fighter, and Monk.

7 Locations

We decide which two locations to close quick, then we spread out to each location that each of us are capable of temporarily closing. It's worked every time. Generally, we find henchmen and close off a few more locations before we hit the villain, but we haven't failed once we learned how to play.

Are there restrictions on how many times the bard/fighter/ranger can use their +1d4 ability? I've been asked if we are doing something wrong because we can bumble our way through each scenario with no problems. I just tell them, "Paizo wants us to have fun. Losing isn't fun." Oh, but sometimes losing IS fun!

/sadface

It looks like everything is on the up-and-up. Maybe you've just stumbled upon the A-team of characters. :)

Valeros' fighter 1d4 is automatic as long as you're at the same location (no limit, no cost). Lem can use his bard 1d4 as long as he has a card in his hand to recharge and he's at the same location, so at most 6 times per round (not turn; remember that you only redraw up to your hand size at the end of your turn); similarly for Harsk's ranger ability, except the "another location" requirement and his hand size is only 5.

I'd say if you want to up the difficulty, maybe try adding the 6th player location and see how it goes. That shouldn't alter the mechanics of the game, but having that extra location to cover/explore should provide the added difficulty. I'd played a few games with 3 characters using the 4-player setup and it's worked fine. (I see Fromper beat me to this point.)


Fromper wrote:

As mentioned above, Cure is already restricted to "at the same location". So are Lem and Valeros's powers to aid others. Hopefully, you're only using those powers to help people at your location.

But I do agree that the game is fairly easy. One suggestion I've heard to make it harder, which I haven't gotten around to trying yet, is to add an additional location. With 5 players, that would mean 8 locations instead of 7. It doesn't really increase the chance of death, but you do have to explore faster to win before running out the blessings deck.

Another possible suggestions to make it tougher is just go with a smaller blessings deck. But I think I prefer the extra location idea.

Has Cure been errata'd or am did I not RTFC correctly? And, yes, we are playing the PC powers correctly (location wise). I do like the idea of adding an extra location to our play sessions, however.


Well, if you've been doing Cure wrong, you may be doing something else wrong that is making it seem too easy. However, doing cure from any location to any other location is, in my opinion, enough to make the game seem too easy. Having to be in the same location disrupts whatever location strategy you were pursuing as someone moves to the other player's location.


Bidmaron wrote:
Well, if you've been doing Cure wrong, you may be doing something else wrong that is making it seem too easy. However, doing cure from any location to any other location is, in my opinion, enough to make the game seem too easy. Having to be in the same location disrupts whatever location strategy you were pursuing as someone moves to the other player's location.

Does Cure say "at this location" on the card? I don't have a copy in front of me atm.


The curer and the curee must be at the same location, but I don't remember the wording. It is very explicit though.


delslow wrote:


Are there restrictions on how many times the bard/fighter/ranger can use their +1d4 ability?

You can only each power once per check. So if Sajan was fighting a monster alongside Valeros and Lem, and Harsk was at another location, he could get 3d4 total. 2 would require recharges though. Since you draw up to your handsize at the end of your turn, this does limit Lem's and Harsk's options during their own turns.

So the answer is, Valeros can add 1d4 to another character's combat check at HIS location for free. Harsk can add 1d4 to another character's combat check at a different location for a recharge, and Lem can add 1d4 to another character's check, of any kind, to someone at his location for a recharge.

So if Sajan is fighting for example, a rat swarm with Valeros and Lem, he could get 3d4 for a cost of a recharge from Lem and Harsk. If he explores again and fights a Goblin Snake, Lem could help with the before the encounter fortitude check for a recharge, then for the combat check, he could get another 3d4. That would have had Lem and Harsk recharge a card each again.


Bidmaron wrote:
The curer and the curee must be at the same location, but I don't remember the wording. It is very explicit though.

I'm asking because I don't remember reading that on the card. Plus I asked on the forums if people had to be at the same location for spells/blessings, and was told "no." Unless it explicitly says so on the card, they may be played at any time and any place.

I kinda hope I've been doing it wrong, actually. It would change the game a bit. We had people cast Levitation on someone at another location to bring them to their location, kinda like a town portal spell.


delslow wrote:
Does Cure say "at this location" on the card? I don't have a copy in front of me atm.

Yes. "Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card."


delslow wrote:
I'm asking because I don't remember reading that on the card. Plus I asked on the forums if people had to be at the same location for spells/blessings, and was told "no." Unless it explicitly says so on the card, they may be played at any time and any place.

Cure says:

Reveal this card ans choose a character at YOUR location. Shuffled 1d4+1 random cards from his discard pile into his deck, then discard this card.

You have to really read some cards to find that you/your check, at your location, at another location..

Dark Archive

Also remember you only redraw your hand at the end of your turn, that alone stops people using too many blessings on other people in a lot of cases.


So far, we've been playing it right. I've maybe used cure incorrectly twice or so. Nothing game breaking. Do most spells have location restrictions?


delslow wrote:
So far, we've been playing it right. I've maybe used cure incorrectly twice or so. Nothing game breaking. Do most spells have location restrictions?

Not really. I think every divination spell is only castable at your current location, like detect magic/evil/augury. Cure is limited to your location. Spells like Strength are any location. Just remember you can't actually attempt someone else's check unless that encounter has more than 1. That person still has to attempt one.

That being said, the game isn't 'too' hard, especially if you don't focus on acquiring loot.

This is bad math but bear with me. If each character had 1% of death per scenario, you are running 5 I think? 5 scenarios per adventure, and 6 adventures in the adventure path. It will sneak up on you. Just imagine an Ambush in the waterfront that makes you encounter a warlord. Or some explosive runes. Or you all stack up and someone fights a hill giant and rolls all 1's.


The way my group has been playing is only one of each card type can modify a check. So you can't have 3 players all throw in a blessing, for example. It helps prevent some encounters from being way too easy.


In my 6-character games, it is always tight, time-wise, playing it without any house rules. I rarely ever have more than 1 or 2 Blessings being played on a single check (usually for someone like Iesha or a boon like Masterwork Tools) unless it is the last fight against the Villain. Even then it is rare to have that many Blessings left to use. And that is with Amiri, Sajan, Harsk, Val, Seoni, and Lem, so I could end up with the bonuses you were talking about. In fact, I'm kicking myself for not upping Harsk's handsize with either Power Feat though that 1d4+2 is really cool as he tends to only have a weapon and another card on his turn.


Pathfinder Rulebook Subscriber
Mechalibur wrote:
The way my group has been playing is only one of each card type can modify a check. So you can't have 3 players all throw in a blessing, for example. It helps prevent some encounters from being way too easy.

Perhaps I read something wrong, but I thought this was already the rule. Or does it only apply to spells / weapons, and blessings are explicitly excluded? Dont have the book in front of me at the moment


dbauers wrote:
Mechalibur wrote:
The way my group has been playing is only one of each card type can modify a check. So you can't have 3 players all throw in a blessing, for example. It helps prevent some encounters from being way too easy.
Perhaps I read something wrong, but I thought this was already the rule. Or does it only apply to spells / weapons, and blessings are explicitly excluded? Dont have the book in front of me at the moment

No, the rule is 1 card per type per player per check; blessings are not excluded.


We've tried the 'place henchman on the bottom' variant a couple times now. It does slow things down in our ultra-maxed duo, but we're still not really coming close to closing out the blessings deck, even though we're dealing 6 locations for 2 characters. I prefer the minor bit of randomness of the villain being in the bottom 5. For example, playing the legit way, our first turn in the final Skinsaw scenario we uncovered was the villain as the first card in the tower, so we never had to deal with that location's/the scenario's negative effects. Of course, WITH the variant the second you encounter the villain all your bottom-half shuffling goes awry anyway, but until that point it makes things require a little more effort.


I've been using the following house rules to make the game a bit more challenging:

- Reduce the blessing deck size if less than 4 characters (24 cards with 1 character, 26 with 2, 28 with 3).

- Replace some of the cards in the blessings deck with random monsters; when you reveal one, the currentl player immediately encounters it (3 monsters for 1 player, 4 for 2p, 5 for 3p or 4p, 6 for 5 or more players)

- blessings played on another character always add D4s.

- if the players fail to complete the quest, each player banishes 1 card at random from his deck for each location still open at the end of the game.


@JohnDavis2 - nice to see my "each character banishes 1 card per unclosed location if the time runs out" variation is catching on :)


h4ppy wrote: "@JohnDavis2 - nice to see my "each character banishes 1 card per unclosed location if the time runs out" variation is catching on :)"

I really like this idea - only had it trigger a couple of times so far but it really puts the pressure on towards the end of a close game!

Liberty's Edge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I do think it was funny that there was so many threads about how the blessings deck was too limiting and now we are getting threads saying the game is too easy...


TClifford - rather than "too easy", it's that I prefer a game with a greater challenge and more risk of failure. It's like RPGs - some groups see a high character death rate, other groups prefer a game where character death is extremely rare. Before Pathfinder I played a lot of the Lord of the Rings card game, which is extermely challenging by comparison!


Played through the game as it was designed, was super awesome. The mechanics are great, but we were 3 players and it was WAY to easy.

So, we set out to find a way to make the game harder but without destroying the mechanics of the game.

1) So, first of all we needed to add some sense of urgency, so we added another location.

2) Second, the monsters were way to easy. So we added +3 to defeat all monsters, and +1 for every adventure pack. So on adventure pack 2 every monster had +5.

3) Cure and minor staff of healing is to powerful, you heal and use blessing, heal and use blessing. One of the really cool tactical mechanics of the game is distributing blessings. Should i really add a blessing for acquiring this item and risk loosing the scenario? do i really want it that much? So, we said one Cure for every player group and no minor staff of healing. Was actually the modification that added most to making the game more difficult.

This made the game so much more fun! Best Game Ever!


A quick note to say that we now play with the villains and henchmen in the bottom halves of the decks. I've written up how we play here in case it's of interest to anybody else:

http://paizo.com/threads/rzs2qdn5?Variant-how-we-make-the-game-a-bit-more (difficult)


TommyEkman wrote:
3) Cure and minor staff of healing is to powerful, you heal and use blessing, heal and use blessing.

I'm confused by this example. Are you suggesting using a blessing to increase the effectiveness of healing (i.e. 2d4+1)? If so that is not a correct interpretation of how to add dice with a blessing. You may only add dice to a check. Healing is not a check, it's simply an effect from a power on the card(s).


Drunkenping wrote:
TommyEkman wrote:
3) Cure and minor staff of healing is to powerful, you heal and use blessing, heal and use blessing.
I'm confused by this example. Are you suggesting using a blessing to increase the effectiveness of healing (i.e. 2d4+1)? If so that is not a correct interpretation of how to add dice with a blessing. You may only add dice to a check. Healing is not a check, it's simply an effect from a power on the card(s).

My guess was that he meant "use blessings and then heal (them back into your deck)" rather than use blessings to boost the heal roll. @TommyEkman - could you clarify what you meant?

P.S. in my solitaire game (six characters) I have 3 Cures and one Staff of Healing and they're often still close to death. I'm not sure I could run it with less than that!


There is a strong (but not universal) correlation between those who nerf the game rules through misunderstanding (usually by not studying the FAQ or the newly issued improved rule book) and those who believe the game is too easy, and you can see that by noticing how many times someone who claims the game is too easy either asks a question or makes an assertion that shows they have an interpretation that nerfs the game.

H4ppy's (whom I must point out believes the game is too easy because he is simply an expert at it) method of putting villains into the bottom has, imo, been shot full of holes by several luminaries on the boards, including the great Vic himself. Not to say that it might not be a good house rule, but it comes with baggage, as one recent thread explored in detail.

As someone who can't afford to play more than once per week due to RL (or my version of it), I think Paizo's struck a fine balance of challenge and fun. In fact, I rue the decision to go to a monthly issue (6 weeks would have been about perfect) because I don't think I'll ever be able to keep up (standing by for the blast of 18 posters telling me that the answer is simply not to buy it all, but I am one of those completists and collectors [as you can tell from my by-line]). However, the masses have spoken, and I will grudginly go along with their voice that Paizo has heard and acted upon. It will be a hard decision to decide which box to put on the shelf unplayed.....


@bidmaron - putting villains at the bottom wasn't my idea, but I did (and do) think it makes the game harder on balance.

(My idea was the banishing of random boons if you run out of time)

Vic's argument was that an early encounter with a villain is more difficult than a later one. I still disagree with this and, in my experience of mainly playing with six characters, finding a villain early just means that we know roughly where he runs to (or can evade him so know exactly where he is). It may be that future villains cause ongoing negative effects after they are first encountered, in which case I'll re-evaluate things then.

On the other thread, @FlatTheImpaler's idea to keep villains/henchmen in separate decks next to the locations is an interesting one and may be worth testing out. I also think the biggest problem with an early Villain encounter is that you then know where they are... I'm keen to play around with some kind of timer to prevent this but, like you, I'm currently quite limited on how often I can play PACG.

P.S. thanks for your compliment about my expertness :)


I'll second Vic's point about the difficulty of an early villain encounter. Yes, it makes it easier in the sense that you may know where the villain fled to and you have 1 less location to explore, but that's assuming 1) you're adequately prepared for it, and 2) that you actually defeat it.

For example, if you encounter the villain in your first turn... you haven't had a chance to optimize your hand yet. Very rarely is the initial hand going to be optimal, let alone will you be ready to face the main villain. For example, if you're playing as Seelah, you know you have an armor, but you're not guaranteed to have a weapon or a spell.

Also, consider the resources you may need to spend temp-to close locations and then to ensure you defeat the villain; blessings spent here are explorations lost later.

And if you lose to the villain, that's potential blessings lost from the Blessings deck (first turn, at least 2), giving you less time to finish the scenario.

So basically, if you win you're expending yourself early. If you lose, you're still expending yourself and also making the scenario more difficult that it already was. In either case you may gain some knowledge about where the villain is, but it comes at a cost.


Maybe it's because it's a long time since I failed to defeat a villain... hmm... next time I play solitaire I'll ask my glamorous assistant to find the location deck with the villain and shuffle it into the TOP half of that deck instead of the bottom.

I'll report back on how it goes!


Sometimes the game can be hard, IMO. A lot of the game is based on luck, and having other team members to provide backup.

Since this game has RPG elements, your attacks and counters are all based on luck / roles and whatever you might have in your hand.

I was playing a game with my group where you had to fight the dragon in the base set and we were down to the very last Blessing card from the Blessing Deck. I was up to defeat the Dragon. My team used their blessings to beat the previous henchmen, so I had only one blessing going in. I had like 6 dice and needed to role a 9 or higher to win. Pretty good odds for me....or so I though. I seriously rolled like all 1's and ended up with an 8. Horrible!

Good news is that I did make a minor mistake going into the fight being a bit excited trying to win and forgot I actually had a +1 to my base skill. This was JUST enough to beat the dragon. My friends were ready to choke me lol.

TL;DR: Need good roles, need good hands, and hopefully high level monsters are not lurking in the locations.

Paizo Employee Chief Technical Officer

TommyEkman wrote:
2) Second, the monsters were way to easy. So we added +3 to defeat all monsters, and +1 for every adventure pack. So on adventure pack 2 every monster had +5.

I have to say, this indicates to me that you're interpreting *something* wrong, making the game too easy. Can you describe how a typical encounter with a monster goes in your game, in detail?


What it seems like is this (from our group of 4-5 people playing through Burnt Offerings):

If you get your henchmen in the top few cards of the deck and your villain is in your first few encounters (not exactly the first), you don't get a time crunch and you can defeat the villain easily.

If you're unlucky though and you don't get that, then you'll be racing against time. We defeated the villain the very last turn in the last two scenarios we got, and most of the henchmen were at the bottom (or in one case we were really unlucky in closing the location - we debated using a blessing on an Acrobatics check for Merisiel and she failed the check.)

The race against time is pretty exciting - we have to balance out not dying to not finishing the scenario (since we don't want to repeat it). So we got into a few close scrapes.


@zerothHour - I completely agree with you :)


Vic, I personally in my 5 player solo group usually have my characters beating monsters by several points, even with below average rolls. Heck, in the last scenario I played, I think Valerous had roughly double the number he needed to beat the villain (it helps I'm fairly lucky, so I had the +1 Bastard Sword, and Harsk had cards to burn to give bonuses). The only character in my 5 player group who would have some serious trouble if I buffed all the monsters would be Lem (or Ezren if he was out of combat spells). So yeah, I could probably buff all the monsters... but then, when I DO roll all ones on a giant or Ogre Zombie or something, it would be an instant hand wipe, for sure, so maybe I'll wait on that. :)


Do tell me you are not recharging Blessing of Gods using its copy ability. Although there can be some doubts about the wording, it is not a way it was designed- as explained by Mike Selinker on BGG.

And it makes the game very, very easy.


OK, so I set up the game and then asked my glamorous assistant to find the pile with the villain and shuffle him into the top half of his deck instead of the bottom half where all the villains and henchmen started.

I then began the game (six character solitaire, as usual, with Seoni, Lem, Valeros, Harsk, Sajan and Seelah). The scenario was the Cult Revealed.

On her first turn (the party's sixth) Seelah uncovered the villain and kicked him into next Sunday with a Glaive (Seelah has "d10 + d8 + d6 + 5", plus a discard-to-reroll before even getting any help from her friends. The friends chipped in a little: Harsk recharged a card to add "1d4 + 1" to both checks and I think Sajan added a blessing to the second check). When the villain ran this both closed his location and shuffled all the other locations, which, on balance, probably made the game much easier since now the Henchmen weren't in the bottom of all the decks. It also put more blessings into play which, when found, give the party either more power or more explores.

We finished the scenario with 19 cards still in the timer deck, many new blessings and some useful gear discovered in the process.

Not a great first result for "Villains near the top are more dangerous"!


I prefer villians near the top myself, for the early closing of a location and the added blessings everywhere else. I'm still trying to get the blessing from AP2, but in my past few adventures, I keep finding the villian near the end, so I'm getting very few blessings. (I don't adjust his placement, I let him fall where fate decides.)


Maybe we are just subpar players, but I have played a total of four games with three groups since purchasing my copy of the game.

Of them we have had 2 wins on Brigandoom, both of which were within a few blessing cards of running out of time with 4 players. 1 win at the first AP scenario with 4 players which was again fairly close to the end, and a LOSS at the second AP scenario with 6 players.

Maybe as the AP progresses it gets 'easier' but so far I feel the balance is just fine.

- Wraith


h4ppy wrote:

OK, so I set up the game and then asked my glamorous assistant to find the pile with the villain and shuffle him into the top half of his deck instead of the bottom half where all the villains and henchmen started.

I then began the game (six character solitaire, as usual, with Seoni, Lem, Valeros, Harsk, Sajan and Seelah). The scenario was the Cult Revealed.

On her first turn (the party's sixth) Seelah uncovered the villain and kicked him into next Sunday with a Glaive (Seelah has "d10 + d8 + d6 + 5", plus a discard-to-reroll before even getting any help from her friends. The friends chipped in a little: Harsk recharged a card to add "1d4 + 1" to both checks and I think Sajan added a blessing to the second check). When the villain ran this both closed his location and shuffled all the other locations, which, on balance, probably made the game much easier since now the Henchmen weren't in the bottom of all the decks. It also put more blessings into play which, when found, give the party either more power or more explores.

We finished the scenario with 19 cards still in the timer deck, many new blessings and some useful gear discovered in the process.

Not a great first result for "Villains near the top are more dangerous"!

True, but you are generalizing from a very specific encounter circumstance. If it had been Kyra who encountered the villain on a second explore, having used her only damage spell on her first explore and having no weapons in her hand, she would be highly likely to fail at the encounter if say it happened after all other 5 characters going first had used their blessings to explore and didn't draw any new blessings to replace them (especially if one was Ezren who NEVER has blessings unless he finds and acquires them).

And, while the blessings give more power, they also compound the problem for 6 players because they consume explores, so it is not that great of a thing (at best neutral if you immediately consume the blessing to explore again).


@bidmaron - perhaps you're right, and I know that you can't extrapolate from one data point.

However, I think I have only seen one loss in a villain encounter that I can think of (and that was becuase it was the THIRD time in a row fighting that "start again if you roll a 1 or 2" villain). Of the villains so far, their checks are not *that* hard and the penalty of losing is great - so you tend to throw a lot at them (then gain a closed location, a narrowed-down position and a sprinkling of blessings).

In short, I'm sticking to my original theory (for now) that it's better for a party (of 5-6 characters) to encounter villains early than late. It would, of course, be a very different story with a single character that has no support from others' hands.

Perhaps the villains' difficulty should scale with the party size? E.g. add 1 or 2 to the villain's checks for each character in the party beyond the first? (e.g. add somewhere between 5-10 to the checks in a six character game)


h4ppy, you have a very firm grasp on the game, as evidenced by all the help you provide on the boards. Perhaps my table will eventually get there, but right now, we find the game plenty challenging. Of course, we generally try to maximize exploring and generally make the defeat in the last one or two turns. We find a lot of the fun in taking it to the wire and maximizing our exploration of the locations. Every once in a while, we miscalculate and lose, but no deaths so far in our 6 char game (doing Foul Misgivings right now).

I'm certainly not trying to say that it is any easier or harder to put them lower; I don't know, but I can see how Vic might be right, even though it is counter-intuitive.


Ashez73 wrote:

Do tell me you are not recharging Blessing of Gods using its copy ability. Although there can be some doubts about the wording, it is not a way it was designed- as explained by Mike Selinker on BGG.

And it makes the game very, very easy.

Not sure if you were aiming this at me or the other person, who mentioned boosting monsters a lot to add to the challenge, but on the chance the concern was aimed at me, no, I use them correctly. BoG would be WAY overpowered used incorrectly.

To h4ppy's idea of buffing the end villain... if that was done, and you found him while most of the team was low on blessings, it could certainly make for a painful turn, but in all honesty, I think most of my games I would have been able to handle the buff to the villain. However, a poor roll would definitely result in an empty hand (or a buried armor, anyway).

I may play through again someday with buffed henchmen and villains, and with a penalty for death that doesn't reset one character back to nothing, but rather feels a bit more like the RPG where the cost of getting a resurrection takes a toll on the whole party. The game as a whole will be harder, but death won't make me want to rage-quit. :) But for now I still haven't even finished my first play through of part 2, with standard rules (at least until a death, in which case I will have to decide how I want to handle that).


Maybe we should limit the number of blessings that can be played per check ? I do like the blessings only add a D4 rule. Could give some of the classes a "+1, +2" power line for blessings as well.

edit: the druid having an extra D4+2 to EVERY SINGLE check is pretty OP.

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