
Puchar13 |
Hi all,
So, I have a massive amount of content for this game. Got all the Paths and just rounded out my collection by adding like 31 character packs. We haven't done any Society stuff, but we have played each Adventure Path at least once, some two or three times. Our group had the idea to run a game where instead of the gear selection from the path, to create a unique mega-stack for each boon pile from all content I own. For instance, I take all level 1 weapons and remove any copies beyond the first for each weapon leaving a stack of unique weapons. (Kind of stealing this from Thunderstone epic game). We would add the gear at the appropriate time. Something I've noticed is different packs and the same thing show up at different times. Like a basic cure but some pack had a level 1 cure and a different pack had a level 2 cure. I thought I'd leave in the copies that come in at different times.
Some adjustments may need to be made for character creation based on number of basics, i.e. we may want more than 1 cure or don't want to force Harsk to use guns to get his full ranged set. Second adjustment could be keyword based distribution. For instance a character wanting a lot of swashbuckling gear. May have to add extra copies of those.
Just looking for any thoughts on how this would break the game outside of the 2 things above or any other thoughts on adjustments to this idea. Thanks :)

Whipstitch |

Hi all,
Our group had the idea to run a game where instead of the gear selection from the path, to create a unique mega-stack for each boon pile from all content I own.
To make sure I understand your plan, are you saying take all the boons from the AP boxes and all the character decks?
Something I've noticed is different packs and the same thing show up at different times. Like a basic cure but some pack had a level 1 cure and a different pack had a level 2 cure. I thought I'd leave in the copies that come in at different times.
I have noticed this, too. In some cases, I felt different classes were meant to have access at different times. (Sometimes, I think they realized they'd made a boon too high or low a level, and were just correcting their mistake.) In these instances, you might not be "breaking the game", but maybe overpowering a character a bit. It's up to you whether this is a problem. Of course, cherry picking the best boons across that many sets will make your characters more powerful anyway.
In addition to different classes having the same boon at different levels, you also have many classes with identical blessing spread out over different levels. It seems they wanted you to be able to add additional copies at later levels, but not start with a handful.
Puchar13 |
Yup, the idea is to take all AP boxes and character packs and mash them together, but only 1 copy of each card per level. We were planning on leaving blessings out of this idea though, with the exception of a character who wants a specific blessing. Then we'd add those in too.
I counted just the B/C spells and there are 88 unique spells. Mummys Mask had 45 B/C spells total. I think if we do this we may have to start removing basics sooner as the card pool is going to be more diluted than normal.
With the different levels, yea, I guess a character could get a little stronger earlier depending on when something is 'truly' the right power level. It can also mean dead draws later on when finding gear that's weak for a level.
Part of the idea of this is to make it a much more difficult choice if for instance Valeros finds a cool spell. Normally we just let that go and figure to find it later (except maybe box 6). This will make us discuss more spending resources on getting it as we may not see that spell again.

eddiephlash |

This sounds fun! I'm curious to see how it goes.
I agree that depending on the characters being played, that you might need to make some adjustments based on keywords. Finesse, and Mental come to mind, as well as specific deities and energy types.
I've played with shuffling in cards from particular character decks that are being played, and that works quite well.

Puchar13 |
We haven't gotten to play it yet, but some other rules we are thinking is:
Because the stacks get pretty large, basically everything will be removed from game whenever it would be banished. This is just to cycle through to see everything. If we ever run out, we would reset that boon stack and start it again, but permanently removing basics/elites at the appropriate adventure time.
With that rule, we would also add that at the end of every scenario, each player would get to choose 1 boon removed from the game that scenario to keep in the card pool. So if the wizard explored an awesome sword they have no chance it, then the fighter would get to keep that in the card pool to hopefully find later.
I am worried with the remove from game rule that it would oversaturate the card pool with high cards when we entered a new adventure. I may have to add a rule when we go into a new adventure, we add in lower cards removed from the game.