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 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.
First souls/repeat souls per player
0.6/0.2 per player
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
3.0/1.0 per player
3.5 per player
4.0 per player
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
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"
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
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.
If it has 25+ requirement in any stat
If it has 21+ requirement in any stat
No shields get restricted to the late game deck
If it has 20+ requirement in any stat
If it has 20+ requirement in any stat
No rings get restricted to the late game deck
Two embers go to late game deck.
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