Jump to content

Dizn

Members
  • Content count

    37
  • Joined

  • Last visited

Everything posted by Dizn

  1. Building your own scenery

    Where did you say you got these from @HeroQuestFrance?
  2. Made a post today on Boardgame Geek and wanted to share this here aswell. https://boardgamegeek.com/thread/1972396/categorised-and-listed-all-strech-goals-easier-acc
  3. The future of DSTBG and wishlisting

    Official tiered decks would be cool in my opinion, but this needs a lot of though to be balanced... I'm interested in extra tile sets for bosses. As of now only O&S and Dancer has the right "coloured" area or tile set for the encounter. One with this old cathedral and the other one with the castle. Not sure about Boss Boards. The way it is right now is fine I think, would get quite crowded on the table... but I could change my mind once you can show yours. +1 for Plastic Fog Door Instead of stat add-ons I would like to see reworked level mechanic. Not fond of the 3/4 tier system they have going on atm. Not sure if endurance bar needs any work to be honest. +1 Firekeeper & Andre Miniature... They should probably make an NPC Add-on or something. Don't think we need different types of souls, just more soul tokens in general. What I would like to see is Boss souls. So much you could do with those! I have a feeling it's going to be the Painted World of Ariamis, since common that fluffy tail. We need that fluffy tail. Only problem is how is that invisibility mechanic going to be implemented... Nito's gonna be awesome if we ever reach that point. We already have the area's Invader aswell - Leroy. There's really a need for verticality or terrain in general... Blighttown definitly is a unique place from DS1. I'm mostly at this point what expansions that supplement the bosses we are going to get that we already know of. Since were getting Manus at some point... I've would like to see a Oolacile expansion with Hawkeye Gough. Probably a hydra for Darkroot Basin. High Wall Lothric expansion is a must. Since we have 3 bosses that use those areas. Winged Knight, Dancer, Vordth + Boreal Outrider Knight (This could be in a another expansion aswell) Irithill is one of the most visiually impressive locations in DS3. A lot could be done with Freeze token I imagine in this place. In DS2 there was a DLC area aswell that was covered in snow, can't rember the name of that atm. Depths from DS1 for Gaping and those thorch hollows, Oh boy Oh boy... Dragon Aerie, very impressive scenary in the VG and compliments the Guardian Dragon... in that area there was a lot of them, and ofc the one with the cage as the main boss. New Londo Ruins, damn those ghosts, abyss walkers, those slimes that summon exploding skulls... and of course Primodial Serpant Kaathe. Undead Asylum would be nice, but not needed I think since we mostly have all the enemies. Maybe tile sets for the area. Huntsman's Copse for Executioner Chariot. There are a number of interesting enemies in there aswell, like those whip guys... Forest of the Fallen Giants, but there aren't that many unique enemies there, so maybe tie that Last Giant to some other place. Maybe the memories of the Giants or something... Finally would love to get Gwyn with Black Knights I think this is enough for now I think
  4. So I just had an idea how I would like to see invaders, summoned phantoms on my table. My idea was to use LED lights that you place under the miniature on the base to give them that White or Red or even Yellow (You know who I'm talking about) glow. This could be used for Old Dragonslayer aswell, but that would include black or dark purple/blue color. Since at this point I'm pretty sure we won't get a second model for Orstein to paint, so this would fix that. This is just an idea and I'm not sure if this is even possible... If anyone has some knowledge or experience with LED's on miniatures could chime in!
  5. In case when you have 3 characters on a node a an enemy with a push enters that node, I think that the push works before the node limit. Since when enemy activates you first have to complete that enemies AI card. Because of this I believe that the node limit will take the last place in the order of things. Hope this helps
  6. https://www.kickstarter.com/projects/steamforged/resident-eviltm-2-the-board-game/posts/2106467 If anyone hasn't seen then this should be considered as a mayor update!
  7. Which boss is which?

    Smelter Demon = Main Boss Sir Alonne = Mini Boss - last I heard Old Dragonslayer ("Dark" Orstein) = Mini Boss Sif = I have a feeling that its a Mini Boss Artorias = Main Boss probably, not sure though Hope this helps...
  8. So I was browsing the KS page and saw 5x trap cards as a stretch goal. These were unlocked at 825k£. Is there any info on this from SFG or has anyone heard anything?
  9. Parry/Riposte

    I've been thinkering with my own way of parrying. However, I had to make custom dice for parrying. Which would of been quite troublesome, since I need blank dice to carve new icons on them. My plan was to greate 3 dice with 4 blanks, 1 parry icon, and 1 partial parry icon. In order to successfully parry you'd need only one parry icon from these 3 dice. If their are no rolled parry icons, but some partial parry icons, then reduce the incoming damage by 1 for every partial parry icon. Some shields or weapons allowed players to re-roll 1 dice. This was something I planned myself, but enough about me... I would like to say that this may be the best possible solution for parry/repost I've yet to see. However, there are some things I would like to see changed if possible. Lets talk about the positives: I like that it relies less on change and more on skill than anything else, but there still seems to be some luck involved for the dice rolls. As with every parry rule, this gives more choices for players when their defending. This game seems to have quite a lot of down time if players are not into it, and allowing to counter while defending is a nice add-on. The fact that successful parry comes from dodge is a nice addition. This adds more meaning to the dodge value... plus if SFG would ever make something like this official, they wouldn't really need to change any of the AI cards. Neutral or something that should be added: I feel like adding partial parry to the mix would be a nice little add-on. Gives more meaning to the parry, since otherwise it's somewhat similar to a dodge. Partial parry may be used, if players guesses 1 card right but failes the other one... reduce the damage by 1 etc. For 1 dodge number attacks, this could me they guess some of the answers right. Making boss attacks unparriable, since it would be quite difficult to balance which attacks can be parried. As in the video game not all bosses are parriable and even if they are, some attacks are still unparriable. This would add to the normal grunts aswell. As projectile based attacks or magic attacks cannot be parried with normal means. You could make a few shields that could parry projectile based attacks like Silver Knight Greatbowman and Crossbow Hollows. Make holding different shields/weapons perform differently as in the VG. So lets say Assassins starting shield can parry more easly then Knights shield. This would add more uses for the lower tier items, and players wouldn't throw/sell them. Balancing could be difficult for this, but I believe it would be worth it. How much does it cost to repost? Can you use any attack on the weapon card as long as you have the stamina for it? You need to be in range in order to repost, but if you have a weapon with range of 1 and enemy is 1 node away, can you still repost? What about weapons that cannot attack on enemies that are on the same node as a player, as is the case for heralds starting spear? Suggestions: repost always costs 1 stamina to perform, players can only use the first attack of the weapon paying stamina if needed, parry could reduce enemy armour or respost could ignore it all together. Negatives I have a little problem with using boss behaviour cards. Firstly for players who may not be familiar with this game, first timers, could seems strange your using Boss AI cards for parrying. Second this allows players to learn all the Boss's AI cards, since even if your not fighting against a boss your still learning and memorizing their AI deck. In my opinion this would make the game a lot easier in the long run. So my biggest concern is using the Bosses AI cards. I feel like there should be a separate Parry Deck or something. This way could be used for advanced parry and normal parry, depending on what equipment the players are holding. I may be a pit in the mood of making custom cards or something, but I wouldn't mind making some parry cards for this. Only problem is that I dont really know what to put on them for players to guess. If you or someone else could suggest something I'm all ears. All in all I really like your idea, with some minor complains, and I'm glad you did this.
  10. Has there been any new info about the card game?
  11. So they finally released a First Look video. This seems like a nice quick fun. Getting to the boss is relatively fast only one or two encounters what I've gathered so far. Didn't really see how they were buying new cards... After each encounter you seem to get 1 treasure card, but can only reveal it and use it after you rest at the bonfire? Love the fact that you need to have different kinds of stamina in order to attack, block or even dodge. Would probably understand the rules a little better if they were to release a pdf or something, but as of right now I really like this. Game doesn't take much space, boss encounters are challenging and interesting, deck building aspect were you can min max your build and what-not. Now I'm really glad that I bought this add-on. I had my doubts, but this kinda cleared everything up for me.
  12. A potential variant and some house rules

    Does this mean every time players win a new encounter they get to draw cards? So basically GAME OVER? If players die, want to buy equipment or level up, they lose 1 spark? What does this mean to the campaign? In campaign you can buy sparks at the cost of 2 souls per player. This would make things very tedious and even more grindy... Not really fond of this one. I understand that this add-on is used to make the trip to the Boss easier. Additionally you get to rest for free. How does this rest work when your on an encounter tile? Do enemies on the same tile come back, once you rest? This free spark rest feels unnecessary and I do believe will make the game a whole lot easier. This seems like a good idea to reduce player downtime, but again would make the game easier, even if you don't reset health. At the start usually the most dangerous enemies are crossbow hollows with their magic attacks. This would negate that.
  13. I see so the max number constantly changes per run? Can you just rest after each fight to gain 3 more cards, which in turn increase your health and strenght of your deck? Kinda feels too easy in my opinion if one can do this to farm... Another thing, the goal of the game is to defeat 4 bosses? Is there an campaign mode?
  14. Is there a max card deck limit? Or can you just add cards to your deck infinitly?
  15. When using a crossbow can you only allocate the statues effects/dmg on enemies on the same square or on the entire tile if you have line of sight ofc?
  16. If I'm understanding this correctly you should still lose 1 hp after you failed to dodge and push the enemy away? For some reason Sherwin wasn't doing that on some of the zombies... Did he just forgot or am I missing something here?
  17. Weapon Arts

    About using weapon arts on shields to parry etc. Not sure if this is a great idea to be honest, since its seems a little wierd to pay souls to enable parry in the game. They way I've handled that atm is somewhat better, but using this and my rules set we could probably figure something out
  18. Weapon Arts

    Weapon arts were indeed used in Dark Souls 3. http://darksouls3.wiki.fextralife.com/skills - page for all the weapon arts in the game It would probably be easier and more Dark Soulsy if you made the Weapon Arts weapon class based, but this could of course change for individualt weapons. Buying Weapon Art cubes is the way to go in my opinion. Try to include shields, spells etc aswell. Weapon arts for shields could be "good" parry, normal parry, maybe somekind of taunt, spell parry for ranged attacks, bigger bulkier shields could use shield bash to add stagger tokens or something. Using rulesheets for encounters you made wasn't that difficult or overwhelming. However, with so many different weapons this could get to a point were there's just too many rules to follow. I used weapon arts to change some of the ability bars you made a while back, so I could probably help you figuring out which weapons does what. PS: could you send me the page you used for your house-rules? Would like to make my house-rules little more presentable.
  19. What ever happend to the idea of different terrain? I could swore I read something back in the day on the kickstarter that they were planning on making terrain that functions differently when you step on it...
  20. Since when can you block traps or have I been playing the game wrong all this time?!
  21. Community suggestions

    In the kickstarter comment section some of the ideas for dice included the ability to dodge and push enemys without changeing the dice. Can't remember the exact details, but hopefully people who came up with the ideas find this post! Happy to be a part of RE community again. Cheers
  22. Damn son, I'm blown away by the encounter events. Not sure were you got all the ideas, but there crazy good! When resting are you re-drawing new encounter cards or keeping the same ones? Are you using the core game spark system? If the encounter requires as to add hollow soldiers and all availabe models are in play, what then? - Nothing? Could you explain lvl 3 encounter "Dilapidated Bridge" little more? Lvl 3 encounter "Silent Tombs" what how to you choose what enemy model attacks? Lvl 3 encounter "Perished Depths" if sparks work per core rules then I think this fight is impossible - If resting is free or players have some other ways to rest without spending sparks, then this fight should work. I have an idea for resting were you don't have to use sparks. I'm still figuring out the details, but it uses humanity instead of sparks. Not sure how important it is to add extra move and attack actions. What I've done is enabling the ability to two-hand weapons, dual-wielding, parry, stagger, stability. Probably gonna make a post down the road about those things once everthings been playtested.
  23. Potential Idea for a new Shop System

    Just I quick question these soul counts are meant for the normal play not the campaign am I correct? Hmm, there is some potential here. How do you feel about picking the items from the ashes and put them next to the bonfire tile or something similar and stating to the players that each of these cost this much. After clearing 3 encounters you get a another ashes. Now you have the option to change out the ashes card with another random one. So now you have to make a decesion between keeping the old one or going for the new. Just food for thought
  24. Wave 2 Thoughts

    I'm really sad to here this... About the shields problem there's a post on boardgamegeek that adds stability to the game. https://boardgamegeek.com/thread/1793369/stability Basically the idea is you add 1 stamina per blocked damage. Blocked damage stamina gain is reduced by the shield. Shields with up to 1 black cube reduce this by 2. Shields with 2 black or 1 blue reduce this by 3 and shields with 2 blues or 1 orange reduce this by 4. So lets say you have a shield with 1 blue dice on block or resist. Enemy attacks with 5 dmg, you roll a 4. You take 1 damage from the attack and 1 stamina from stability. I've come up with rules for two-handing one-handed weapons, two-handed weapons with stagger, parry/repost, dual-wielding, better dodge, initiative roll, hidden rooms, bonfire ascetics. Some of these are my own, some are not. If people are interested I could make a list of house-rules I have in mind atm. PS: I even made a hollowing option for players that die. Idea is for the dead player to fight against the party when the same encounter is played again.
  25. Location specific effects

    This seems like a good idea, but really hard to keep track of. I have a feeling that once we get all our KSE's and mega bosses these encounter effects would be something to consider. Others and myself included are probably makeing some questome scenarions/campaigns where one could use all this! So thanks for doing these.
×