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9 Posts

Dungeons & Dragons: Castle Ravenloft Board Game» Forums » Rules

Subject: rules summary rss

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Aaron Pearsons
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You need to roll a 1 out of 20 to have a chance to level up??? That is really dumb... Overall what did you think?
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Filip L
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Well done! This looks like it takes the best from the bogged-down Descent and the too-luck-dependent Dungeonquest. Have some GG.
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BrutalDolphin79 wrote:
You need to roll a 1 out of 20 to have a chance to level up??? That is really dumb... Overall what did you think?


It's a symptom of the game's basic design. Given that encounters and enemies are for the most part random, leveling has to be a little more restricted in terms of its frequency and cost.

By making leveling random (and rare) it means players aren't going to bankrupt the experience pool and constantly haggle over who deserves to use the shared resources more. So players won't be concerned so much with leveling their character as finishing the quest on hand.
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Nico Buffing
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I have seen a lot of negative comments on the 20 to level up. I personally consider it a substitude for the awesomeness of rolling a 20, which was a crit in the old days and at least an automatic hit later on.
They needed something that adds the feeling of getting lucky rolling a 20, and since leveling up is not absolutely needed, I think its a cool way to add some fun bonus to rolling a lucky 20.
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Don Kim
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Smougman wrote:
BrutalDolphin79 wrote:
You need to roll a 1 out of 20 to have a chance to level up??? That is really dumb... Overall what did you think?


It's a symptom of the game's basic design. Given that encounters and enemies are for the most part random, leveling has to be a little more restricted in terms of its frequency and cost.

By making leveling random (and rare) it means players aren't going to bankrupt the experience pool and constantly haggle over who deserves to use the shared resources more. So players won't be concerned so much with leveling their character as finishing the quest on hand.


The rarity of leveling also eliminates the need to scale the monsters/encounters. Personally I think they could have done without a leveling system entirely but they probably felt obligated.
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James McMurray


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Not only is leveling up not absolutely needed, from what we've heard having someone go to 2nd levels can actually cost you the game, since XP is spent to negate encounters that can kill you and a single (permanent) PC death makes everyone lose.
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Fantasy Quester
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Infyra wrote:
I have seen a lot of negative comments on the 20 to level up. I personally consider it a substitude for the awesomeness of rolling a 20, which was a crit in the old days and at least an automatic hit later on.
They needed something that adds the feeling of getting lucky rolling a 20, and since leveling up is not absolutely needed, I think its a cool way to add some fun bonus to rolling a lucky 20.


Yeah but there's no reason they could not do both though. 20s are auto-hits/double damage/whatever, and levelling costs 10XP instead of 5 (or similar). Whilst I'll reserve proper judgement till I've played it using their rules, I can easily see this getting house-ruled further down the line.
 
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  • Last edited Tue Aug 10, 2010 4:32 pm (Total Number of Edits: 1)
  • Posted Tue Aug 10, 2010 3:51 pm
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Frog
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Thanks for the basic gameplay writeup! Sounds fast and fun!

I love how they did the leveling! The game plays so fast, I think like stated above using the critical 20 roll was a great idea!

I also like how each class has its own special abilities. Especially how the ranger can flip a tile even if he is not at the edge!
 
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  • Last edited Tue Aug 10, 2010 4:20 pm (Total Number of Edits: 1)
  • Posted Tue Aug 10, 2010 4:07 pm
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Sean Boyll
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Skrynkelberg wrote:
Well done! This looks like it takes the best from the bogged-down Descent and the too-luck-dependent Dungeonquest. Have some GG.
This is what has placed it at the top of my purchase list.
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