My goal in this variant is threefold. One, to allow quicker customization by providing Hero deck building and Title usage at the start of each session. Two, to focus combat on action and Hero positioning, all while making the dice rolling outcomes a bit more interesting. And three, to get rid of the need to gain and keep track of loot and the treasure bag in the game. If you try the variant, let me know how it goes! Thanks.
-1. Each hero takes their 5 Green Novice cards and may replace any 5 cards from their starting deck with those. Also if any Agent cards have been earned, a hero may keep those cards or give them to another player. However, a player may only have 25 cards total in their deck, so remove basic cards as needed. (Also you can just treat the Agent cards as “general” cards and let people pick them to put in their deck as they want if you don’t want to bother to have had to kill the Agent first).
-2. Each Hero may take 1 Title of their choice, but the titles must be different.
-3. Each Hero draws two random potion tokens from a cup. Once drawn, flip the tokens to determine what potions you get for the session.
-1. Whenever damage would be dealt from a Hero card, the Hero rolls an amount of dice equal to the total damage possible. For instance, if the card could inflict 3 total damage (on either 1 or multiple targets), you will roll 3 dice.
-2. Only dice rolls that equal or exceed the required Attack value of the target will actually do damage. For instance, if you play “Devastate” on a Monster with an Armor of 7 and roll an 8, 2, and 3, the attack will only inflict 1 damage. Or if you play an AOE card that could possibly hit 5 enemies with an Armor of 4 and some with Armor 5, you would roll 5 dice. For each dice that meets or exceeds the Armor of a respective enemy, you can deal a damage (you choose how the dice are distributed). For dice that fail to meet or exceed any enemies’ armor, no damage is delivered for it. (Note: For this variant, Ignore the 2+x symbols on enemy Shields.) If a card raises the number of d10's you roll, consider that as adding another damage potential to the attack. For instance if a card does 1 base damage and if you don't move, it adds 2d10's to the roll, this card has a potential of 3 base damage, albeit only attributable to 1 target.
-3. During each Hero attack if a Fate die matches the Hero's Fate symbol, you may add 1 damage to the attack (distributed however you want, ignoring armor) or you may reduce your threat by 1 or you may heal 1 HP.
-4. Enemy attacks work similarly. They will roll a number of dice equal to how much base damage they can inflict; however they will roll the indicated number of Fate dice on their card.
-5. The TN on Enemy Cards are ignored. Instead the following chart will determine how hard each Hero is to hit for enemy die rolls:
------- Soldier: 8
------- Spriggan: 8
------- Brigand: 7
------- Archer: 7
------- Hunter: 6
------- Trickster: 6
------- Skald: 5
------- Acolyte: 5
------- Apprentice: 4
Other Rule Changes:
-1. Treasure no longer exists in this variant. As such, Loitering is replaced with the penalty of drawing 2 less cards for each Hero during the Hero Deck Phase as well as not being able to keep a card for the next turn. Also this penalty is cumulative, so if you Loiter back to back, you will draw 4 less cards for each Hero.
-2. Gold and Merchants are no longer needed in the game.
-3. Heroes may only hold 2 potions at any time and may only give or exchange potions if they are adjacent.
-4. If using the Spriggan, you will need to use its equipment as it is essential to many of its action cards.
-5. The Soldier is always considered to have a shield equipped.
-6. The Archer is always considered have a weapon with an attack range of 4.
-7. Defeated Lairs and Agents will award the party 1 serendipity and Mini-Bosses, 2 serendipity.
- Last edited Tue Jul 12, 2016 9:58 pm (Total Number of Edits: 23)
- Posted Fri Jul 1, 2016 8:06 pm
An example of a session (ignore the tile legends):
1. Start on a 4x6 tile with a random trap and a hunting pack
2. Move to a 12x12 with a couple lairs with +1 Captain to the starting spawns
3. Move to a 4x6 with a Mini-boss or 2 Agents
4. End on 12x12 with a Boss
- Last edited Tue Jul 12, 2016 6:20 pm (Total Number of Edits: 4)
- Posted Sat Jul 9, 2016 8:17 pm