Ideas about increasing the Difficulty


Homebrew and House Rules


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Game seems to be too easy at the current rate. I'm fairly sure I can increase the difficulty with more players but since that isn't always convenient, I was thinking of adding the adventure path number to ALL checks when playing that scenario.

Any other ideas?

Anyone found things they really liked?

Grand Lodge

This should be put in Homebrew.


Slacker2010 wrote:

Game seems to be too easy at the current rate. I'm fairly sure I can increase the difficulty with more players but since that isn't always convenient, I was thinking of adding the adventure path number to ALL checks when playing that scenario.

Any other ideas?

Anyone found things they really liked?

Are you talking about Rise of the Runelords or Skull and Shackles? I don't think I'd want to try that in Skull and Shackles.

Rise of the Runelords was decently difficult enough for me. I think we lost maybe 1 out of 5 times. I think if you added the adventure deck number to all checks, you'd had serious problems when you encountered a deck 6 barrier or monster. If you feel the problem is that the lower deck number cards don't scale up in later decks, maybe try something like adding the difference of the scenario's adventure deck and the boon's adventure deck.

(As an aside, has everyone else noticed what a large percentage of the B and C cards in Skull and Shackles seem to be basic or elite? It definitely weeds out the lower deck cards much more than Rise of the Runelords did.)


@Theryon - Sorry if its in the wrong forum

@Hawkmoon - its for RotRLs. After the Adventure deck 1, We have yet to have any real challenge.


Slacker2010 wrote:
@Hawkmoon - its for RotRLs. After the Adventure deck 1, We have yet to have any real challenge.

What deck are you in currently?


Deck 4

Silver Crusade

I also have had the same experience. Playing RotR two players with Kyra and Valeros. I think I have lost once in 35 games...

After couple of adventure packs I started to add +2 to every combat check. Valeros and Kyra (from the Cleric Class Deck) are both excellent fighters, so all the monsters were just too easy. Going into Adventure Decks 4 and 5 I started to lose some encounters, because you do not get better equipment so often anymore. All the other checks are hard enough for the group.

But that was not enough. I still could just sit back and heal when needed, not a problem to lose a fight or two in a scenario.

So we are now playing two player games with one extra location (like in three player game) and +2 difficulty to all the combat checks. Ìt's better now, it was so easy that I started to lose interest of playing the game. But it could be even more difficult. Like playing with two extra locations. That would force me to burn my allies and blessing to searching through the location decks and I could not save them for the combats. As I said, we still haven't lost any scenarios even with this added difficulty.


Yeah, so extra locations is something often mentioned, though I've not personally tried it. I'd also say something to increase checks might be the next step you could try.

I once suggested making the villains and henchmen harder by having add the number of cards under them to all the checks against them. So if the villain is the top card in the deck, there would be 9 cards underneath it, so add 9 to all checks against the villain. And be sure you clearly define which checks. If you mean all checks keep in mind your spells are going to get harder to recharge too. If you mean checks against a card, it is all checks on that card, whether they are to defeat or acquire, before your encounter (aka before you act) or after.


Hawkmoon269 wrote:

Yeah, so extra locations is something often mentioned, though I've not personally tried it. I'd also say something to increase checks might be the next step you could try.

I once suggested making the villains and henchmen harder by having add the number of cards under them to all the checks against them. So if the villain is the top card in the deck, there would be 9 cards underneath it, so add 9 to all checks against the villain. And be sure you clearly define which checks. If you mean all checks keep in mind your spells are going to get harder to recharge too. If you mean checks against a card, it is all checks on that card, whether they are to defeat or acquire, before your encounter (aka before you act) or after.

Or maybe adding the number of permanently closed locations? This would ramp up the difficulty of the adventure as it progressed, but be more managable/predictable.


If you want to make life hard, just send Valeros to the locations which require wisdom checks, and Kyra to the ones which require dexterity...

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