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Subject: Monsters with Magic & Holiness. rss

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David Gardner
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I just read the expansion rules, but only have Tomb (w/out expansion). I understand that we're supposed to use Cryptmaster rules.

One surprise I encountered is that when Monsters are revealed, if they have Magic dice they get one Spell card attached to them, and if they have Holiness dice they get one Prayer card attached to them. That definitely changes the game from the original. I just wanted to confirm: Is this indeed the way that Tomb players play now? (I want to play to the "standard" as best I can.) So you do attach these cards where applicable? (And yes, I do note that if the text calls for additional attachments, you do those too.)

Also, the Mercenary rules from the expanded rules -- if you don't own the expansion, are you playing Mercenary rules?

Thanks in advance,

David
 
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Neil Edmonds
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I was surprised by the spell/prayer rule change too. I started using it in my regular Tomb games. So consider it "official".

I always thought holiness / magic dice didn't make sense anyway if the monster wasn't given spells or prayers on their card because I couldn't think of many times where a spell or prayer was opposed. Some items would let you add magic or holiness dice to an attack but it's very situational so it didn't justify giving the monster stats in the first place. The new rule makes more sense.
 
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Kyle Stapp
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I would also go with the New Cryptmaster rules. But that is just opinion.
 
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David Gardner
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We will. I have to say, though, I find this a little bit complicating -- probably it's just because I'm a new player. But I feel like it's "just another thing" and the feeling of drawing yet another creature with either type of dice for which we have to draw another card, etc., ah well -- grin and bear it. Also, I suspect that with more experience and familiarity we may end up feeling this is more a warm fuzzy than a cold prickly.

Thanks. --DG
 
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Mont A.
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David Gardner wrote:
....more a warm fuzzy than a cold prickly.

laugh
 
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Mr Frank
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We tried giving monsters spells and prayers as per the rules, and likewise characters with magic/holy dice. Two games were played like this and were poorly received because the rule dilutes the specialness of the spellcasters in the party and the shock of the monster with spells. So we now play without the rule and have a more enjoyable game.

Let only clerics cast prayers, and wizards cast spells. This, in my opinion, is how it ought to be.Rulesbook notwithstanding.
 
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Tristan Crouch
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I agree with the above - only if I'm doing a hardcore game with a group of experienced players do I give EVERY monster with holiness/magic dice a prayer/spell. Otherwise, playing the integrated original + expansion, there are enough special abilities and even tomb instructions/CM cards that give monsters spells as relevant anyhow.
 
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