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Subject: Balanced House Rules rss

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Tom XVII
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Bristol
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I've played the game through quite a bit now, both solo and with friends, and have found the following house rules work really well, while keeping a decent balance:

1. Always starting the game with 16 souls, regardless of the party size (not just solo). This way you should hopefully be able to grab some semi-decent gear.and if you don't have the souls to level up to use it all, then it gives your party a good aim.

2. At the start of any encounter, roll 1 dodge dice to determine which side acts first. It's a 50/50 chance, so not weighted particularly towards either side. In one playthrough we decided that players' luck tokens could be used to re-roll this die, and that worked even better.

Hope these help: They don't feel cheap or un-thematic but do go a decent way towards the whole 'less grind/less death-right-at-the-start'!

Edit: Also wanting to find a way to incorporate the concept of whetstones into the game - maybe either spending a soul or discarding an unused loot from the inevitable pile at the bonfire to grant a player's weapon +1 for an encounter.
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Rob Treasure
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Nice variants. I quite like a suggestion that players can use their luck token to activate first as well. Limits more random dice rolling, is finite and can be used tactically.

Deffo trying that one.
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Rob Treasure
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The Reaper wrote:
Nice variants. I quite like a suggestion that players can use their luck token to activate first as well. Limits more random dice rolling, is finite and can be used tactically.

Deffo trying that one.


Perhaps even -

"after entering an encounter for the second time onward, a player may use a luck token to activate first for a round in that encounter"

Simulates prior knowledge of the room very nicely.
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Tom XVII
United Kingdom
Bristol
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The Reaper wrote:
The Reaper wrote:
Nice variants. I quite like a suggestion that players can use their luck token to activate first as well. Limits more random dice rolling, is finite and can be used tactically.

Deffo trying that one.


Perhaps even -

"after entering an encounter for the second time onward, a player may use a luck token to activate first for a round in that encounter"

Simulates prior knowledge of the room very nicely.


This prior knowledge sounds pretty perfect to me, will be using it from now on, thanks!
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Daniel Graham
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We've been toying with ways to introduce dual wielding. Obviously having two full weapon dice would be overpowered so we've debated using a capped off-hand weapon. Possibly using a -1 stat for a black dice, a -2 for a blue etc. No second attack on the off-hand weapon also. We haven't given it a test run yet though.

The luck token on a second encounter is a cool idea.
 
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Liam Brennan
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DRG1202 wrote:
We've been toying with ways to introduce dual wielding. Obviously having two full weapon dice would be overpowered so we've debated using a capped off-hand weapon. Possibly using a -1 stat for a black dice, a -2 for a blue etc. No second attack on the off-hand weapon also. We haven't given it a test run yet though.

The luck token on a second encounter is a cool idea.


Pretty sure you can already dual wield in the game. The caveat is obviously that using a weapon in each hand leaves you with less defence dice to roll
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Andy Kerrison
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Yeah, you can already dual wield. It's quite clearly stated under 'character attacks' in the rules

"During an activation, a character can make up to one attack with each weapon they are holding in their hand slots ."

Although obviously only with two single handed weapons, not two double handed ones.
 
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