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Found 7 results

  1. Just one quick question. During the Campaign we're supposed to face more than one Miniboss (i.e. the two Gargoyles and then the Titanite Demon). After which one are the transposed Treasures and the rare Treasures shuffled into the deck?
  2. Hi all. Long time lurker and late backer to the project. I've been vastly interested and entertained by some of the discussion going on in the forums and also on the kick starter comments section, though sadly being a late backer I'm unable to participate in the comments which finally brings me here. With the release of the rule book I've seen several comments in regards to progression in the campaign. Seems a few people (myself included) are very much looking forward to throwing a whole heap of expansions together and having a prolonged campaign experience. Having said that people are already unsure of how much longevity a campaign run can withstand, so I thought I'd take it upon myself to do some good old theory crafting and number crunching! Feel free to skip the to TL/DR section at the end First off let's look at how souls can be acquired in the campaign: Every completed encounter yields 2 souls per player. In a three player party this would grant 6 souls per encounter, in a four player party 8 souls etc. (note that boss fights are different) A defeated boss yields 1 soul per player, per remaining spark. So assuming a perfect run, a three player party would gain 9 souls (3 players * 3 sparks) while a four player party would gain 8 souls (4 players * 2 sparks) You can also gain 1 soul by selling items back to Andre, thus removing them from the game permanently. So now we need to know where these souls are being spent: Leveling: This is most likely to be the core soul expenditure. I'll go into numbers in below, but I'd also like to point out here that leveling is precisely nothing without gear. Perhaps more so than the video game, your stats don't serve any purpose except to gate the items you can equip. Thus items are vital to creating your build. Treasure Flips: Speaking of items, besides the treasure you can draw from treasure chests and boss encounters, you have to pay Andre souls to flip treasure cards from the deck. In the campaign this costs 2 souls per flip, but you can also sell those items back and remove them from the game permanently for 1 returned soul. Luck: Your luck token seems to be an important way to mitigate dice RNG. After each encounter you'll have an opportunity to visit the Fire Keeper and pay 1 soul to refresh your luck. (On a personal note to this seems like a very high priority action before entering a boss fight) Sparks: In the campaign, sparks do not reset after each boss encounter. Instead you gain 1 spark back after a boss encounter, up to your maximum limit. However you can also purchase sparks at a cast of 2 souls per player. I'll put the numbers together below, but remember you always spend a spark to rest. Resting is automatic after a party member has died, but can also be used to refresh 'Once Per Spark' abilities, luck and reset encounters. Now let's take a closer look at soul expenditure. Time to get a little crunchy: The leveling tiers in the campaign are as follows: Base to tier 1 = 4 souls Tier 1 to Tier 2 = 8 souls Tier 2 to Tier 3 = 16 souls Tier 3 to Tier 4 = 20 souls Thus the total amount of souls to level just one attribute from base tier to tier 4 will cost 48 souls. Thus the total amount of souls to level a character completely will cost 192 souls. (I would also like to point out that it seems all 4 characters in the base set will most likely have one attribute sitting at 40 by tier 3. This makes spending souls to raise that attribute to tier 4 entirely unnecessary. Keep that in mind!) Without playing the game a few times it'll be impossible to know just how worthwhile it'll be to pay Andre for treasure flips for gear at the beginning of the game. However it's worth noting that in a single player run only the soul stash contains 16 souls. This is presumably intended for both purchasing treasure flips, and leveling the character the necessary amount to actually use those treasure flips. So while I won't be using exact numbers in the below examples, remember that spending souls for treasure flips from Andre seems like something you might be doing a fair bit. Especially when transposed items come into play. Finally, you will be spreading leveling out across your party if you want everyone to be reasonably equipped. Spending a soul to refresh your luck token seems like a given, especially before encountering a boss. How often your party needs to do this is entirely down to player decisions and play experience. While the idea of a 'perfect run' is appealing, it's fairly certain that at some point someone is going to die. This is Dark Souls after all! Die too much and you're absolutely going to want to purchase fresh sparks. Even if you don't die you may need to refresh your character's once per spark abilities, which essentially means purchasing a new spark for the privilege somewhere through the campaign. So finally let's look at a couple of examples using the campaigns listed in the back of the rule book. For this example I'm going to be assuming a party of 4, performing a flawless run (so no grinding, no additional spark purchases), and I'm not going to be taking into account souls spent on treasure flips or luck. The First Journey: 12 encounters = 96 souls (every encounter yields 2 souls per player. In this case 2 * 4 = 8) 3 boss fights = 16 souls (2 per player per spark. So 8 per boss. We're taking into account that the final boss will yield no souls on account of you having beaten the game) So the total souls for The First Journey = 112 Without thinking about souls spent on treasure or luck, 112 souls is enough to raise 4 attributes to tier 3. In a party of 4 this doesn't make for a well equipped party The Coiled Sword: 15 encounters = 120 souls 3 boss fights = 16 souls (Last boss doesn't yield usable souls) Total souls = 136 Enough to get 4.8 attributes to tier 3. Again the attribute spread is likely to be wider than this in a real game, but even so we're not looking at well equipped characters The First Journey and The Coiled Sword combined: 27 encounters = 216 6 boss fights = 40 (again, last boss doesn't yield usable souls) So if we combine that to a total of 256 souls, this means that in party of 4 each player could get an equal share of 64 souls each. That is enough souls for each player to raise two attributes to tier 3 with 8 souls over. Even with that, it's highly likely that some end game loot won't be equippable by the party. Importantly if we wanted to play enough to raise all of our characters attributes to the equivalent of tier 4 (So an attribute rating of 40) and taking into account that each character likely possesses one tier 3 attribute with a value of 40, we would need to accrue 172 souls per character. Ultimately this means that we would need to play through the combined campaign 3 times, hitting max tiers around the first mini boss of the 3rd Dancer run. TL/DR - Assuming a perfect run with 4 players (no grinding, no treasure flips, no luck refresh and no spark purchases) you would need to play through both campaigns in the rule book 3 times in succession before hitting max attribute tiers. That's 6 boss runs in total, with max tier being reached roughly around the first mini-boss of the final run. That's a whole lot of play time! Final Thoughts - This is really as far as I'm willing to go without playing the game myself. But needless to say all of the above needs to be taken with into account with these caveats: If players die, or rest, then they will likely repeat encounters they've already cleared. This will offer up more souls (thus the ability to grind), but also consider that you will very likely need to pay for that spent spark somewhere in the campaign. The cost of purchasing a spark is equal to clearing 1 encounter. The above numbers don't take treasure flips into account in any way. Even if you sell back most of the treasures you flip (I'm guessing not all that likely) a fair percentage of your souls are not being spent to level your characters. The gear acquired from bosses are likely the best gear you can equip to 'safely' take on the mega bosses. We haven't seen the stat requirements, but I imagine they're high. It's also extremely likely that the mega bosses are still balanced around the players equipping boss gear, so definitely don't expect an easy fight! This is pure speculation, but as the game is played more I believe groups will come up with builds and strategies to counter specific bosses and mega bosses. This means that you may need to change your character build at the cost of souls. Remember that Mega Bosses also drop gear. Following on from the thought above, if you want to max out your chances of survival over a complete boss run you'll most likely need to be very smart about how you equip your party for each fight. Phew! I'm finally done. A long read, but I hope this helps a few people out. With grinding I fully expect each run to yield more souls than I've listed here, but again there are some additional costs to take into account too. Ultimately we'll just have to play the game to work this stuff out properly. All that remains to be said: The real Dark Souls begins here... Prepare to Die!
  3. Hey guys, We started the Big League and a few of us have different interpretations on how the rules for plot cards work during the league. I have a couple of related questions. 1. "Coaches begin the campaign with access to any Guild Ball Season 1 or 2 Guild Plot cards from the core game and any of the Common Campaign Plot Cards found in the Guild Ball Season 2 Campaign Cards set." (S2 rulebook, p. 55) Since there are multiple copies of basic cards in the campaign deck, does that mean that you can fill your pool with multiple copies of the same card, to increase your chances of drawing a card? If so, does this extend to S1 or S2 plot cards as well? Can I buy my friend's "Don't Touch the Hair!" and add it to my deck, even if I already have one? Or is there a strict "no more than one copy of a specific card can be in a player's plot deck." 2. Since players are encouraged to sell plot cards to one another, can a player trim down his/her pool, to reduce the random element, or must a player maintain 12 plot cards in the deck at all times? Thanks in advance! The campaign system is really awesome. BT
  4. We need to create rules for a campaign that can be used even if the player has only de basic box and that can be expanded the more expansions you have. I believe most are creating custom campaign instead of the actual rules . The basic thing we have to look at are campaign length, starting conditions, fail conditions, hollowing, short term goals (the goal each session of gameplay), long term goals (the goal of the campaign), events during each session to spice things up and enemy scaling. Probably I’m missing more things. So let’s start: Campaign length: 5+ sessions could be a good start, it could even be randomized so that from the 5th session onwards at the end of each session you drop 1 dice and with a result of 2+ the campaign continues and with a 1 it ends, this number changing each session. For example in the 5th session whit a result of 1 the campaign ends, in the 6th with a 1 or 2 and so on. Starting condition: each player can choose up to 2 classes, this could be chosen by the players depending the minimum length of the campaign and the difficulty. At the start of each session each player chooses the class they will be playing for that session and can only change if their other character becomes hollow. Hollowing: each character starts with 3-5 humanity points. Every time that character dies they lose one point and if they defeat a boss or miniboss they gain 1 point. If a character loses all humanity they become hollow, they will act with invader cards that best suit their class and if they are defeated their current equipped items can be picked up. He doesn’t drop humanity nor any item stored in their inventory, only the equipped items when they went hollow. If all characters lose their humanity the campaign is a failure. Lose conditions: The campaign is lost if all characters become hollow or the objective isn’t met by the end of the campaign. Short term goals: this should be the goal for each session of gameplay; it could be defeating a boss, helping a phantom do some task (in this case the phantom could be sumonable for a boss fight) or defeating an invader (this one being tricky as you have to be human for him to spawn), …. The easiest way to implement it could be drawing from a deck of objectives at the start of each session to determine what should be achieved. Long term goals: At the start of each campaign the main goal could be drawn from a deck. This could vary from defeating a set number of bosses, reaching x amount lvl ups, defeating three bosses (this one could be done by making each boss random in each session so you don’t know when the one you need will spawn) and so on. Events: Im not sure about this one but could be that the current tile is flooded making movement more difficult, in this session the invaders can spawn even if you are not human, there is a storm causing that projectiles have more difficulty to hit, a blacksmith appears letting you upgrade your equipment cheaper… These are the ideas I have gathered so far and would like some criticism about it and ideas to improve.
  5. So I've been thinking about the campaign rules a fair amount since SFG announced that they were going to do it. It most definitely has the potential to be my favourite game mode, and is already the one I'm most excited about. It's tricky at the moment though, as there haven't been any rules. There are a few options for campaign modes (fighting a handful of increasingly difficult enemies, working your way through different areas etc) but for me I think the most important aspect will be player progression. When I run D&D campaigns (or other similar games) the one thing that keeps players invested is the sense that the player character that represents them has grown during the journey, and that they've had a hand in that growth. It helps for the player to have a solid sense that this is their character, and without their input they wouldn't be the same. For me it will definitely be this sense of progression that makes or breaks campaign mode, and has the potential to change it from feeling like I was just playing the same game over the course of a few nights to feeling like my character has been on a journey with me. Just my thoughts on the topic! Anyone feel the same or does Campaign Mode mean different things to you?
  6. I'am a big DS fan, not a huge, just pretty big. I hope SFG will make the board game as fun, exciting, challenging and deep, as the videogame version. The only thing bothering me about this KS project has been an absence of some sort of campaign. The game looked kinda like a skirmish, which while fun and exciting, was not really what DS has been for me. It was the world, the lore, the unique monsters and characters, weird places and unexpected twists, that made DS stand out so much from the other game. That been said, original DS doesn't seem to have a "real" campaign, you just kinda run around trying to piece information from various sources: inscription on the ring, words from some random NPC you've met on your way, corpse on the road - and it makes you feel very much like you play a book more than a videogame. So I thought about recent campaign announcement and it left me feeling happy and sad at the same time. I love campaigns and good, well-written stories, but I also want to just find things out in different places and suddenly come to see hidden connections or find out that some character I meet is related to the other that I've already seen. Well, I decided to try my hand at my own sort of campaign. I am very lazy and I am not at all sure I'd be able to finish it, but maybe the idea sticks and someone will find it useful. Maybe my love for DS will drive me to finish it - I did start this forum topic at least. So the idea. First, my campaign needs a map of places, like the ones from DS collector's editions. I love the idea of the big world tied together. Next I am thinking about putting numbers in between those places on the map, indicating how many tiles you'd need to go through until you get to your destination. May be set a number of tiles that is inside each location too. Make it so that you cannot move to another location until you defeat local boss/mini-boss/invader-boss/mega-boss/fulfill some quest. Each time you arrive at some place the tiles that you've gone through get reshuffled. NPCs. I think about scattering summons across the map - maybe throw a die each time you explore new tile and make them appear. After you've interacted with them, you can place some kind of a token of this NPC on the map and if you need to see him again - you go back to exploring in that area (say, after you've discovered an NPC, next time you explore this location he appears on the first tile you don't encounter enemies at, or at the bonfire if you get attacked all the way from one location to another.) QUESTS. I love quests. I love games that have quests - waaaay more than the ones that do not. And I would really appreciate if the collective community mind would set on making interesting, fun, challenging and satisfying-to-fulfill quests. What say you - 1000+ quests, which NPC gives you randomly, or you find a note on the floor, or you get info when you whack a boss to pieces... I think that would be absolutely awesome, so I suggest you send me your quest ideas and I will keep working on this pet campaign project of mine. I think in confines of a board game with tiles and encounter cards it's really up to events to keep you amazed, to surprise you with unexpected twists and I think that making a HUGE PILE of AWESOME quests would go a long way. I do think that SFG is doing an awesome job of keeping the game close to original in fighting and exploring aspects (and in YOU DIED aspect), the miniatures are stunning and I've backed this game without looking back. But now I want to help to put the lore into this world, not making it too obvious (like in a campaign book where you can just take a peek at the next page). I want juice. I want drama. I want friendly NPCs betraying you, sudden twists, when instead of reward at the end of the quest you get an axe. I don't know if I'll be able to do it or if it's at all possible, but I'll sure as hell try. So there, if you feel like helping out with thoughts and ideas - I'd absolutely love to get this thread rolling. If you have quests that you'd like to share - send them to me via PM, I'll keep them secret until the time comes to put them all to work when the game comes out, or will keep working on them with a few individuals, so that we don't spoil the fun for the others, keeping quests a surprise until the moment one of NPCs comes out and suggest you to take one. Praise the Sun!
  7. Steamforged have started to release some information about the campaign system in Season 2 to the Steamforged Games Media Network, here is what I have managed to gather so far: https://leaddiceandbeers.wordpress.com/2016/04/04/guild-ball-campaign-system/ I for one am very excited by this, I am more a casual rather than competitive tournamnent player and what I have seen so far about the system I can't wait until the end of the month!