Effort - one time use, additional resource gained each time one side loose in a scenario.
There are three ideas as to how the Effort would look like:
1. Effort consist of tokens and two sheets (one for Overlord, one for heroes). Sheet describes what will happen when spending one Effort token.
This is very open and flexible, providing just what the players needed at the right time, but the effects couldn't be as powerful as in the random versions, so there wouldn't be a problem with always selecting these few, overpowered effects.
2. Effort consist of tokens and two decks of cards. Each time players gain Effort token, they draw specified number of cards (fixed by the rule, like two or three, or as printed on one side of the Effort token, making the system more luck based).
The cards are played as described on them, and with them, one Effort token is expended. The card then is discarded and:
a) rest of the cards are kept and may be used later.
b) players must reduce the size of kept cards by the same number they drawn them minus one card (that they just used), so if two cards were taken, players must discard total of two cards (one that they just played and one additional from the hand without using it).
Cards are hidden from view of opposing force.
This is more random system, but keeping the possibility of using what is more needed at the moment from the options we were provided with. Some effects may be stronger than other, giving more "yay" factor while drawing cards.
3. Effort is represented by cards (two decks, like before), each time players gain Effort, they draw one card and may use it later in the game, as noted on the card.
Easy to manage, but very luck based. Effects may be not that well balanced, as players have absolutely no control while drawing them.
LIMIT TO USING EFFORT:
There should be some limit to using Effort, to prevent piling it up before last encounter, and then raping the encounter with it.
While players should be penalized enough for not winning previous quests, it should not be possible to win with Effort only, it is meant to wipe these salty tears of defeat, not boost players capabilities more than normal winning rewards do.
One Effort per encounter, no more.
WHAT COULD EFFORT PROVIDE:
The effects of effort for heroes would be boosting attacks (adding die, fixed value of hearts, surges etc), boosting defence (adding shields, rerolling), giving rerolls, healing, maybe even free search (not requiring search token, but for more than one Effort if the system would be 1 or 2), additional movement points, negating Overlord cards or conditions and so on.
The effect of effort for the Overlord would be boosting attack or defence of his monsters, drawing cards, rerolls and so on.
ALTERNATIVE RULE FOR EFFORT:
Effort is a deck of cards or pile of tokens, one set for Overlord and one for heroes. Each time players gain Effort, they take one card/token and may later use them in encounter. Effort provides boost to figures statistics for the remaining of the encounter, you play the Effort on one figure in play and it gains the benefits listed on card/token.
These effects are bonus statistics (like movement, health, stamina, attributes), and one figure may have only one Effort effect on him (to prevent stacking Effort on Lieutenants in Encounters, where heroes need to kill them).
Effort effect is hidden from the opponent until used (assigned to figure).
Three ideas as when the effort is lost from the figure:
a) Effort is lost when the figure is defeated
b) Effort is lost when the figure is taken off from the board by being defeated
c) as in point "b)", but with the difference, that Lieutenants don't take this penalty
This system is best at representing the idea of taking extra effort to face the obstacles. In comparison to first idea (with cards etc) it's rather dull, looks less fun to play, as the effects are just fixed bonuses to figure's capabilities.
What do you think, community?
What do you think, community?
I assume that by "scenario" you mean "quest." (Only clarifying because the rule book uses the word scenario once and doesn't define it.)
TBH, this doesn't appeal to me. The game is supposedly balanced (debatable, I know, but you don't seem to be proposing that this will fix some sort of balance issue) with the winners reaping an extra reward. By rewarding losers, this unbalances the game without an justification, at least as far as I can see.
Also, we would need very specific details before we could figure out the possible effects on the game. That said, any increase the the positive effects of losing a quest is a no-go for me.
I'm also not interested in this idea for the same reasons.
The only reason for applying it I can see is one side being sore losers, and instead of learning to play and overcome the other side they want to handicap other side or buff themselves.
Introducing effort might lead to situations where losing quest would be better than winning it. For example OL winning 2 first quests in act, then throwing the quest while blocking heroes from searching. This would reap him effort rewards to use during interlude/finale. Especially if he chose a quest where the reward for heroes is pretty bad. And also this wouldn't let heroes choose scenario, because that would already be defined.
Introducing rewards for losing will almost always lead to people maximizing their profit by not aiming for victory.
I like an idea that gives you dice rolling control, like Last Night on Earth or something, as it's very frustrating losing the game by bad dice rolls.
So I would think about some effort rules, but not for losers, but for in-game really efforts.
Why not give some "effort points" for each monsters/heroes killed or something like that?
We could have just a single rule that each effort points gives you an re-roll for one dice. If it sounds unfair for the Overlord, maybe he can earn effort points from other ways, like for each card that requires attribute test that didn't fail, for each part of the encounter objective successfully complete and so forth. But I think that giving more averaging effort points for heroes would be more balanced, since the overlord has in fact some dice rolling control already from his cards. So I'd try using that rule for each death.
Agree with what Amanda and Rafal said. Additionally, I think this only adds more complexity to an already complex game.