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DungeonQuest (third edition)» Forums » Variants

Subject: Variant how to resolve Escape (before Combat) rss

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Alex
Germany
Attendorn
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Here's an idea how to resolve the optional Escape before a Combat (using the classic Solo-Combat-Dice Variant), while also giving each of the Monsters a unique (random) trait.

What you'll need:
- 5 Red Cubes
- 5 Yellow Cubes
- 5 Green Cubes
- 5 Blue Cubes
- A Bag
- 5 Monster-Cards (like I prepared for you)

After you've set up the board, place the 5 Monster Cards at the side of the Board, then put all the Cube-Tokens into the Bag, shuffle 'em, and draw out 1 for each Monster. Place them on the card. This is the Attribute (Red = Strength, Green = Agility, Blue = Armor, Yellow = Luck) you have to succesfully test in order to Escape from Combat, and they stay this way during the whole session. If you fail, suffer 2 Wounds. Easy, but Fun.





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Alex
Germany
Attendorn
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Another idea (even simpler):

Pick a certain amount of numbers between 1-6, then roll a D6. If you've rolled one of them, Escape has been successful. So, in order to determine how many numbers you may pick, once you've encountered a Monster, roll a D6:

1: Pick 2 numbers
2-5: Pick 3 numbers
6: Pick 4 numbers

This "pick your number and die"-Mechanic is actually one of the few things I've been missing from the Original Version. It's false choice, sure, but it'll give you something to do, nevertheless. You failed? Duh, it's your own fault, you picked the wrong numbers!
 
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