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Everything posted by MaverickHunterLuneth

  1. Adjusting Encounter Souls

    I decided to put in the effort and adjusted the souls to each enemy in my new house rules that I posted in the house rules topic.
  2. House rules ideas

    I've come up with some rules to speed up the game somewhat by removing all need for grinding and generally improve upon it, plus I've also updated my old NG+ rules. These rules are recommended for campaign play, but will still probably work well in normal play, but it could make things too easy due to the very high souls gain. Having a calculator is handy, the calculations aren't complex or anything, but it will speed things up for souls gain. The way I've taken out the grind from the game, is by giving you enough souls to always have a chance against a boss on the first try, but also diminishing the souls gain on repeat encounters to greatly discourage grinding. You can use the "Dash Through" rule from the rulebook in normal play as well as campaign play, these rules wouldn't be so good for removing grinding if you still were forced to redo encounters in normal play, right? -<(Souls gain)>- Souls are now based on the enemies in encounters. Boss souls are based on what type of boss they are. When repeating an encounter, the souls are lowered. Round everything down. If an encounter would give 0 souls, gain 1 instead. Enemy name First souls/repeat souls per player Hollow Soldier 0.6/0.2 per player Crossbow Hollow 0.8/0.3 per player Silver Knight Greatbowman 1.0/0.3 per player Large Hollow Soldier 1.2/0.4 per player Silver Knight Swordsman 1.4/0.5 per player Sentinel 3.0/1.0 per player Mini Boss 3.5 per player Main Boss 4.0 per player Mega Boss 4.5 per player Depending on the level of the encounter, reduce or increase the souls gain for having a chest or traps. If an encounter has traps, increase the souls gain by Level 1: 0.2/0.0 per player Level 2: 0.3/0.0 per player Level 3: 0.5/0.1 per player Level 4: 0.7/0.2 per player If an encounter has a chest, reduce the souls gain by Level 1: 0.8/0.3 per player Level 2: 0.9/0.4 per player Level 3: 1.0/0.5 per player Level 4: 1.2/0.6 per player -<(Shop)>- Draw 3 cards from the treasure deck and lay them out next to each other, this is your shop, whenever you buy one of these cards, a new one is drawn to replace it. Equipment will cost different amounts of souls based on how many stats they require and how high those stats are. You can choose to discard the current selection by spending 3 souls, discarded cards cannot be obtained again until the next campaign. If an item doesn't match any of the categories, it is priced at the general price. If an item fits into more than one category, it is priced at the last listed category it matches with, or example a "20+ requirement in two or more stats" legendary item would just be priced under "Transposed or legendary" Buying prices General price - 2 souls 20+ requirement in two or more stats - 3 souls 25+ requirement in any stat - 3 souls 45+ requirement in total - 4 souls 1-20 requirement in all four stats - 3 souls Transposed or legendary - 4 souls Selling prices General price - 1 soul 45+ requirement in total - 2 souls 1-20 requirement in all four stats - 1 soul Transposed or legendary - 2 souls Main or Mega boss item - 2 souls The treasure deck is separated as normal, but some normal treasures will also only come into play after the first boss, these are the rules for whether or not those treasures get limited to the late game deck. This is only for normal treasures, any class treasures that may meet these requirements are still placed in the basic treasure deck, only transposed class treasures go into the late game deck. Weapons If it has 25+ requirement in any stat Armors If it has 21+ requirement in any stat Shields No shields get restricted to the late game deck Spells If it has 20+ requirement in any stat Gems/Shards If it has 20+ requirement in any stat Rings No rings get restricted to the late game deck Two embers go to late game deck. -<(New Game+)>- After you finish a campaign, you can choose to go to New Game+ for your next campaign, if you do, all players must decide to place all but one piece of equipment they currently have equipped in their inventory, and they must lose one level in all but one of their stats, this is to prevent you from stomping early game enemies. The entire inventory gets discarded, except for boss treasures, unless you are fighting that same boss in the next campaign. Current souls held are retained, it is beneficial to save some souls before going into NG+ in order to make it easier to recover from the initial nerf of your stats. Players can choose to change classes if they want, but they will have the same levels as they did in their previous class. Any empty equip slots get re-equipped with the starting equipment for the class. In NG+, enemies will have slightly increased stats and you will obtain slightly more souls from encounters, and then when you go into NG+2, they'll have even higher stats, and so on until it caps at NG+7. To compensate for the fact that enemies will eventually have much greater amounts of health and higher attack, players will be able to keep more and more of their stats and equipment with each NG+, and starting from the first NG+, players can level up a new stat, the endurance bar! (the bar that keeps track of your damage/stamina) The endurance bar can be increased all the way until it reaches the maximum of 20. (You're going to have to get creative to keep track of it though, I kept the little squares you pop out from the endurance bar when I first opened everything up, so I use those) But there is a catch to the endurance bar, each time you increase it, you only get to use that extra square for health or stamina, so you can only get 5 for each also when you lose a level in each stat upon going into a new NG+, you'll lose 1 endurance square too, unless endurance is one of the stats you decide to keep. New Game+ increases Enemy stats increase | Souls gain increase Health |Atk | LV1 | LV2 | LV3 | Mini | Main | Mega | Equipment | Stats NG+ | +1/+2 | +0 | +1 | +2 | +3 | +4 | +5 | +6 | Keep 1 | Keep 1 NG+2| +2/+4 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | Keep 2 | Keep 1 NG+3| +3/+6 | +1 | +3 | +4 | +5 | +6 | +7 | +8 | Keep 2 | Keep 2 NG+4| +4/+8 | +2 | +4 | +5 | +6 | +7 | +8 | +9 | Keep 3 | Keep 2 NG+5| +5/+10 | +2 | +5 | +6 | +7 | +8 | +9 | +10 | Keep 3 | Keep 3 NG+6| +6/+12 | +3 | +6 | +7 | +8 | +9 | +10 | +11 | Keep 4 | Keep 3 NG+7| +7/+14 | +3 | +7 | +8 | +9 | +10 | +11 | +12 | Keep 4 | Keep 4 The first increase on HP is for enemies, the second is for bosses, increase the boss's heat up value by half of the increased HP that they gain. These increases are flat, and don't increase depending on how many players there are. Endurance bar costs 11th square - 2 souls 12th square - 4 souls 13th square - 6 souls 14th square - 8 souls 15th square - 10 souls 16th square - 12 souls 17th square - 14 souls 18th square - 16 souls 19th square - 18 souls 20th square - 20 souls
  3. Adjusting Encounter Souls

    I have a simple method I use, where I just adjusted the souls slightly for higher level encounters, it works well enough for my group. Level 1 encounters give the usual souls Level 2 encounters give the usual souls +1 regardless of number of players Level 3 encounters give the usual souls +2 regardless of number of players Mini bosses give 3 souls per player instead of the usual 2 Main bosses give 4 souls per player instead of the usual 2 I thought about adjusting the souls to each enemy before, but it'd take more effort than I'm willing to put in to balance that out.
  4. Parry as an alternative to Dodge or Armour?

    I think it would make more sense to take full damage on a failed parry, since its basically a dodge with greater benefit, but harder to pull off.
  5. Where are all the updates?

    Welcome to Steamforged, where going silent when problems and questions arise is the name of the game.
  6. Stretch Goal Trap Cards

    I'm pretty sure those were just the original idea for traps, before they decided to turn them into the tokens we got in the core game.
  7. New playthrough video... UPDATED RULES

    These changed rules are undeniably better, but IMO they're still not great. I still plan on house ruling in the ability to just run past a zombie if it bites you, because that's exactly how the game works, once you push them off you can just run right past them with no struggle (assuming its only one zombie) the push mechanic here in the board game means you will still have to deal with that single zombie after pushing it off you. I also plan to house rule the results of dice for attacks to be combined, as in, two single hits w/handgun = 1 damage and not 2 push.
  8. House rules ideas

    I've come up with an idea for New Game + NG+ will increase enemy HP by 1 point(per NG+) and boss HP by 2 points (per NG+), make encounters give 1 more soul (per NG+). Now in order to balance things out and prevent players from steamrolling the game will all the great equipment they obtained, players won't get to keep everything from the previous campaign, they will lose 1 level in all their stats, and players will only get to keep one piece of each of their current equipment, everything else will go back into the deck, including any upgrades on the pieces of equipment each player kept, players also get to keep unspent souls and their embers, aside from that, game setup will be the same, with players getting their starting equipment, and the bonfire sparks being set to an amount dependent on the number of players.
  9. Card printing error?

    Another wrong graphic is the Silver Knight Straight Sword, the graphic is actually that of the Lothric Knight Sword.
  10. Solo play - I'm disappointed :-(

    I just did my first solo run earlier, I found it to be incredibly easy compared to playing with 4 people, mainly because of starting with 16 souls, it allows you to buff your two strongest stats to tier 2, and grab 4 treasures, and on top of that you are focusing all upgrades on one person, rather than 2-4, but also I did get pretty lucky, so maybe my opinion of solo will change with a couple more playthroughs, still I think its ridiculous that I didn't even die once. I played Knight, my first and third encounters were pretty brutal, first one took my luck and hero action, third took my estus, I was really saved by the fact that my fourth treasure was an Ember, but anyways the other two encounters on my way to Gargoyle were cakewalks, the one just before Gargoyle was a cakewalk due to my fantastic new weapon. I spent all my souls on treasure, then I got the Effigy Shield and bumped up my Faith once. After a treasure chest I spent another soul on treasure and got the Claymore, I applied my Heavy Gem to it (second draw from the treasure deck) which allowed me to steamroll the rest of the game without much trouble at all. I had an encounter with two Sentinels just before Dancer, and while that was intimidating, I could easily two shot them each with my Heavy Claymore, and then I beat the dancer without much trouble either, just had to use estus.
  11. House rules ideas

    So after a full playthrough with some friends, I've figured out what house rules we're going to stay with from now on. Level 1 encounters give 2 souls per player, level 2 give 2 souls per player +1, level 3 give 2 souls per player +2 Mini boss gives 3 souls per player, main boss gives 4 per player, mega boss gives 5 per player After defeating a boss add 2 sparks to the bonfire instead of restoring the sparks spent
  12. Moonlight greatsword requirements?

    21 Strength 21 Dexterity 31 Intelligence 0 Faith
  13. How are People Liking it so far

    I just got it yesterday, and had a blast playing it with my friends. We made it really far before our first death, killed Gargoyle, and went through all the encounters before Dancer, and decided to spend a spark to grind a bit so I could get the souls to wield something better since I (The Knight) was not dealing much damage at all with my starting Longsword, that and we were also pretty beat from one of the level 3 encounters (Knight was out of Estus, and Warrior was out of Estus and Luck) and all 4 of us had embers that we didn't want to lose, but we did lose them, when we finally died for the first time in a level 3 encounter, and since it was 1AM we decided to take a rest in real life and we'll be getting back to it once my friends wake up. Only real problem we've had with the game is the treasure deck which is extremely painful to sift through and just keep finding all this powerful stuff that no one can use, and more importantly, nothing I could use, since I was the only one lagging behind in damage. After we used a spark on our own, we decided to house rule in selling treasures (5 treasures = 1 soul) and we got back 7 souls... Which still turned up with no reasonable weapon for me to use without having to boost 2-3 stats to tier 2 and 3.
  14. US Shipping Status

    I just got a tracking number on BackerKit! Apparently its supposed to arrive today, I'm so excited!
  15. House rules ideas

    @Replect I know, but for me, weapons and armor aren't the most valuable thing, even in the video games I value souls over all else, because you need souls in order to use any of that new equipment. I'll figure out how much this house rule may or may not break the difficulty once I actually get my hands on the game, I definitely want the difficulty scaled down a little bit though, mainly because my gaming group is a bit... fragile I guess you could say.
  16. House rules ideas

    I plan on house ruling the souls obtained from bosses, the whole 2 souls per remaining spark thing is way too unrewarding for me. Mini boss = 3 souls per player Main boss = 4 souls per player Mega boss = 5 souls per player