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Gloomhaven» Forums » Variants

Subject: Complete Miss. Variant of a variant? rss

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Eric Bridge
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We're thinking of trying something soon, but I want to hear from others if it would "break anything".

Our group REALLY hates the complete miss card! But of course we all love our double damage card

There is already a variant to treat each of these cards as a +0 shuffle cards instead. One side effect of this, however, is that a certain helmet becomes useless (and we would miss our double-damage chances).

Would it mess things up horribly if we left the double-damage card "as is", but changed the "miss" card to a "+0 shuffle" card? This would apply to the monster deck as well of course.

Would a change like this favor the players in some "unbalanced" way?

Thanks.
 
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Mike Daneman
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This would definitely nerf the game for you. However, if you change the miss card to anything, I think it should be a -2, not a +0!

 
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Lucas Hedgren
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New rulebook suggests +2 and -2 for the variant, rather than +0. But yeah, changing the Null and not the x2 would make the game easier.
 
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Eric Bridge
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boomtron wrote:
New rulebook suggests +2 and -2 for the variant, rather than +0. But yeah, changing the Null and not the x2 would make the game easier.

Interesting. I didn't know about this change in the rulebook. Maybe we'll try that for a while instead.

Thanks
 
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Justin Boehm
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I leave them as is, except when you are hitting a rollling modifier while advantaged or disadvantaged. If using a rolling modifier on advantage, the null is a +0, if using a rolling modifier on disadvantage, the 2x is a +0. I don't think you should be hitting for 0 on advantage or critting on disadvantage. It's even and clean, although this +2/-2 in the new rulebook is intriguing...
 
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Ronald Cruz
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Seems like it would make the game easier because players have the option of nullifying a 2x damage card by getting a helmet or losing a card, while the enemies don't.

But difficulty is relative. Perhaps your party has a non-ideal mix of classes or perhaps there is something else making "Normal" difficulty actually harder for you. Who knows? ...
 
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Eric Bridge
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We tried the +2/-2 thing tonight instead and it seemed to work better.

Is one difference that even if you hit for -2 you can still inflict a condition, whereas the miss did not? (At least we have always played that a miss does not inflict conditions).
 
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Lucas Hedgren
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You played incorrectly then.
 
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Chris Steele
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ebridge wrote:
We tried the +2/-2 thing tonight instead and it seemed to work better.

Is one difference that even if you hit for -2 you can still inflict a condition, whereas the miss did not? (At least we have always played that a miss does not inflict conditions).


"total miss" isn't really what that card does. It's just 0 damage. Everything else still happens.

As far as making it a +0 or -2 without changing the x2, I don't think it matters. If both sides are using the same rule it'd be fine. Yes it might change things a bit in some situations, but if it makes it fun in more situations, than it's a win.
 
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Eric Bridge
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So it's not a miss. OK, that was my bad, thinking back to my D&D "critical miss" days. Guess it're more of a glancing blow then. Good to know. Thanks.
 
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Nathan Stiles
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This should be in the "variants", not "general" forum
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