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  1. Extended ruleset plus reference sheets

    Hmm... This is one of the most interesting set of houserules I've seen. They bring the game closer to the original idea explained at the start of the KS, giving more weight to the players decisions. But added movility and power is a big deal, and my only concern is if they make grunt fights easier, as they give more options to "outplay the AI". Just imagine playing a slow and more tactical game like Dark Souls 1 or Demon's Souls with a Bloodborne character, a lot of enemies would not stand a chance. Anyways, and for the sake of "balance" and "fairness", I have some suggestions. - Resting: Resting is obviously quite powerful, and it could promote a "first turn all out attack, second turn rest" playstyle. While this is not bad, it makes several items less useful (Chloranthy Ring or some healing spells for instance), and it could enable some combos with characters at full health. My suggestion is that "Resting" gives you an additional 3 energy for a total of 5 + any item/spell. It is still an almost full recover for a wounded character but at the same time it makes harder to recover from a turn where you spent 8 or 9 stamina. - Estus: Giving the player additional actions such as movement or attacks at the cost of additional stamina makes the Estus Flask really powerful. The estus becomes essentialy an additional turn, and that coupled with good equipment could be devastating in boss fights. In order to avoid making the Estus a damage booster, I have two suggestions: A ) Estus can only be used while resting. If you look at the games, chugging a flask is usually slow, and it puts you in danger as you stand still. Making the Estus something similar to a "Super Rest" you can avoid the burst turns while limiting a bit some of the added mobility and making this mechanic closer to the Dark Souls 1 estus long animation. This option makes drinking estus a more tactical decision rather than a panic button and offsets the rules of additional movement. B ) Estus can only be used at the beggining of your turn, and using estus makes you unable to spend stamina for the rest of the turn. This is a bit tricky, as it gives you limited freedom if you want to chug the Estus, allowing you to make the free movement action and attacking with 0 cost weapons. This is something similar to the Dark Souls 3 mechanic, it is faster than DS1 and you can move a bit while you drink. This also makes an interesting synergy with the STR ability bar rule, as you can use it to make additional actions while using the Estus. As a sidenote, this rule could also apply to resting if you want to give the characters additional mobility. - Additional Attacks: While the rule itself is fine almost 100% of the time, it could make some combination of weapons really overpowered (Bleed plus stamina recovering can melt enemies) and can also make "cheaper" weapons more powerful than intended, messing with the balance in certain situations. Actually, this only happens in specific situations, but in order to avoid them I would put a cap of one additional attack with each weapon or just one additional attack. The cap per weapon benefits to dual wielders and encourages them to have an aggresive playstyle, but also makes them more susceptible to overextending (Just like the game!). My only concern is if this could make dual wield significantly better than two handing, this would need additional testing. - Action Bars: This is not really a suggestion, but a question. I don't know if there are limits to spending these one per spark abilities, could you spend all three spaces of STR and DEX in order to unleash an attack with three extra black dice that costs three less stamina? It could be a good idea to limit them to "just one ability per turn" or "just one use of each stat per turn". These are only my humble suggestions, of course. Seriously, @Chud_Munson, you had a lot of awesome ideas, and I want to try these houserules with my friends. With this additional rules and something like advanced AI cards for grunts, we could give to the game an additonal layer of complexity and possibilities.
  2. Armor Sets

    As far as I know, is supposed to bring new armor cards, but I don't know if it will include anything else (Weapons, miracles, etc...). I think it is an equipment expansion rather than a cosmetic one, but I don't know if that's 100% true or things changed during development. About the minis... IMHO, I don't really care, the first time I saw the Catarina Armor set mini decided to search some spare weapons and shields, so I will try to fix them. I have quite a lot of unused weapons, and I love to make conversions to my miniatures. Some of them will be challenging (I'm looking at you, clapping Black Knight!) but I'm OK with that. But... If I was on the SFG team, I would be worried. The armor set and the summons set are not going to sell very well outside the KS, because they don't really add too much to the game, but at least the summon miniatures look fine to me. If the armor models stay in those poses, lots of backers will try to sell them and the offer will be massive in contrast to the demand, thus resulting in a huge loss of money. And I don't want to start with the "similarities with fascism salute" that angry backers are repeating at the KS page, I think that it's just an unfortunate camera angle and nothing else. That kind of polemics are very serious, can affect and ruin a reputation very quickly, and I don't want to add more fuel to the (Bon)fire. Perhaps it would be a good idea to change the models. It will give SFG the perfect excuse for delaying wave 2 without causing a riot, because... Let's be serious, the approval, production and shipping of more than ten different products (Each one with lots of cards and tokens and one or more model) to more than 30.000 backers around the world it's going to be a hell if you want to do it within the deadline of 10/31. And it will be even worse if they have to handle different languages, SFG can't afford another translation fiasco.
  3. alternate ai cards?

    As @IndustrialDefect said, the AI of the enemies on the videogame works with "If/Else". Take a look at the Silver Knights with bow, for instance: If you are far away they will shoot with their greatbows, but when you are at melee range they act like regular Silver Knights. This kind of behaviour is easy to implement (But hard to balance, I have to admit) just with an additional AI card for every grunt, so you have a main card with the regular behaviour and stats and the other card with some conditions. E.G. based on @hamsjams comment: Silver Knight with Bow: 1) If one or more players are on the same node as SKB, light attack to every player at range 0 and move two nodes away. 2) If the distance between SKB and the players is greater than two nodes, normal ranged attack (As it appears in the main card) plus 1 damage without moving. 3) Regular Behaviour. With just three commands, the SKB is going to aim and shoot if he is alone, shoot and move if he has a player at a distance of one or two nodes and attack with the sword and run away if he has players at the same node. It isn't that complicated and gives depth to the combat, as one player might want to dodge another attack and roll into the node of the SKB in order to protect the player with the aggro token from the iron umbrella arrow of doom. Oh, and in this example is not necessary, but I think that an AI card needs to have the commands numbered in order of importance (If the first condition is valid, ignore the second and third; if the first condition is invalid but the second one is valid, ignore the third etc...), it makes easier the "programming" and understanding what is going to do the grunt. I know that balancing this kind of AI is quite challenging, but with time and lots of testing it could develop in a really interesting house rule.
  4. Journey into the painted world.

    Ah, clever boy... I like the idea of the red strips on the base marking the frontal arc, just for making ir clear (For instance, the Ornstein mini can be a bit misleading, his "face" and arm are pointing to one side, but the rest of his body is "looking" to other side If that makes sense...). Yep, I'm gonna stea... Um, borrow that idea. Seriously, all those minis look awesome. Any possibility of seeing the Dancer in the near future? That thin veil of her is... Quite challenging to do, I don't have a clue on how to paint it.
  5. Boss Suggestions

    It's confirmed that some Mega Bosses will have their own tiles. Just look at the Old Iron King, SFG said that he will have a sumberge/emerge mechanic closely tied to his special tile (And the mini itself would look hillariously wrong on a normal boss room). Guardian Dragon and Gaping Dragon are going to have a 125 mm base, they can't fit on a normal boss tile of 2x1, so I guess that their "arena" will be a 2x2. And the Four Kings are... Well, Four Kings, they need a lot of space if you can't put them in the same node. Maybe the characters appear in the middle of a huge pitch black tile with four spawn nodes at the corners, similar to the videogame. Oh, and about the Abyss Watchers... I don't know if they fit on the Mega Boss cathegory. SFG said that the megabosses will be the biggest monsters of the franchise, but not necessarily the hardest or most iconic (Look at the Last Giant or Vordt), and I can't say that three minis of regular size are equal to a big one. Don't misunderstand me, I love that fight, and it would be awesome if their tile has a lot of corpses drawed on it like in the VG, but i don't think it really fits on the idea of mega boss that SFG has. And that's a shame, because I really, really want the last boss of the Ringed City as a Mega Boss... Ah, a man can dream...
  6. Class-Specific Treasures

    I don't tnink that there are class specific equipment. In-game, a Knight can equip catalysts, robes and learn spells just like a sorcerer, and SFG wanted to be as close to the videogame as possible. Maybe the class treasure is just a label for some things that are useful for the intended role of the class, or maybe is just because the requirements make it harder to use if you have another character. E.G.: A miracle good for supporting could be a class treasure for the herald, not only because the class is aimed for tanking/supporting but it will be easier to achieve the stats required if you are playing with the herald (A good amount of Faith in this case).
  7. The very first review of the game is up!

    For real @Steamforged? The first thing we will see when opening the box for the first time will be a big "YOU DIED"? That's effin awesome! Well played, SFG, well played... On topic... The early reviews are quite good, and that's always a good sign. Usually, first reviews on highly expected things (Such as video games, I don't really know about board games) are quite rough and "clickbaity", but in this case they are quite generous (Even that Dice Tower one didn't said that the game was bad, just it was not their cup of tea*). And I fully agree with the MvM guy about the dice and just one blank side, it makes the math and the damage theorycrafting smoother and less likely to be screwed by the RNG. Argh, and my copy won't arrive till... June maybe? Damnit Translation-Gate! This long wait is going to make me a Hollow... *Edit: After seeing again his review, I found that guy a bit biased. But it was not hate for the sake of hate, it was just... Weird, way too different from his other reviews.
  8. I'm not an expert and I don't really know what is in the agreement between SFG and Bamco, but I belive that SFG doesn't have the power to make an alternative sculpt and sell it separated. They can make the rules of the game, design the models, select the art and... Well, almost everything else, they carry the weight on their shoulders. But validation for production and distribution comes from the IP owner, Bandai-Namco, and they are concerned for two things: Quality of the product and earnings. Just think a moment about it. Making a mould, production, packing, shipping... That's a huge investment of money on a vanity product that targets a relatively small percentage of potential buyers (People who like Dark Souls, bought the board game, know about the old dancer, prefer the old model AND are willing to pay an extra for a different pose that offers no game value). Bamco needs to be 100% sure that they are going to see benefits in order to allow SFG to produce the alternative sculpt of the Dancer. If they have doubts, SFG has their hands tied. It's a shame, but that's what usually happens when you work with a big company, they limit your freedom of choice (Look at Guild Ball for instance, they don't have this type of reestrictions and can produce whatever they want). But I'm not saying that it's impossible to see one day alternative sculpts. It is possible, but this is tied with the success of the game. If the DS:BG is a insanely huge success, the quantity of potential buyers of the alternative sculpt grows, and this can make the decision of allowing it more appealing. It's a "Quantity of demand" thing, I dont know if I have expressed myself correctly. And on topic... Nah, I wouldn't buy the alternative sculpt. I want things that add more variety to the game, such as expansions or bosses. Besides, I don't really dislike the new dancer pose. Yes, she looks like a Smooth Criminal and I think that the legs are too close one to the other (I would have loved a mid stride pose), but I'm not mad about it, with time I will grow accustomed to that.
  9. The Dancer render vs finished model - a bit of a rant

    That new model for the Dancer... Well, what's her name anyways? Maybe that new model was made for putting the "Dance" in the "Dancer" and the sculptor is a big fan of the king of pop, 'cause the model looks like she is been hit by, been struck by, a smooth criminal! Jokes aside, I think that the big mistake is the angle of the photo and the camera rather than the model. All the details of the legs and feet are blurry, hence all this fuss. I can't judge properly based on that pic, but I'm not happy nor unhappy with the changes, I'm on a... Neutral position. On one hand, I like the removal of the flames (I'm against flames on minis, they look a bit ridiculous even if you paint them properly) and the mini itself looks quite detailed, but on the other hand the legs are too close one of the other, it doesn't give the feeling of a "Charge" or a "Lunge". Oh, and the "cloak", I don't really mind it's thickness, I've already gave up on the idea of making it look like a thin veil of silk. The other minis for me look fine. I think that Smough is still 8 cm tall (Based on the idea of 3-3,5 cm hero minis), but Ornstein looks taller. And Smough's hammer doesn't look as warped as I expected considering its mass and the thin haft, I'm impressed. I think that everyone, including myself, had grown accustomed to the good old Dancer pose, and we didn't knew that the mini was going to change until the last update. It has been unexpected, and combined with the news about the video delay*... I'm not on that boat, but I can understand their frustration. *: I saw the streaming, it was not that bad (#DodgeMan, he is not the hero we want, but the hero we need!), and the game looks quite good. I think that SFG should upload it anyways and then make a second one with better explanations and image/sound quality.
  10. Image for scale

    Thank you sir, you are the man! I hope you are having fun at the con! Edit: Oh, and by the way... Based on the size of the coin and the angle of the pic, I made an aprox. calculus on AutoCad. My estimation is that the space between the center of the nodes is 10 cm (This is not exact, but I think it is quite accurate). I don't know the distance between the center of the node and the border of the tile, but it looks like 4-5 cm, so it is safe to assume that the tiles are 28x28 or 30x30.
  11. Image for scale

    Oh, sweet! The size of the models is what I expected, it is nice to have a pic confirming it. And @Danny, as a personal request... Would you mind to make a small review of the game, please pretty please with sugar on top? If you enjoyed it, good and bad points, etc...
  12. Horray! @IndustrialDefect noticed me! Oh, and about the number of tokens... Six is just a random number chosen for the crappypaint, nothing else. Maybe four is the best option, it makes the tile simpler and keeps the symmetry. Nah, you are not stupid, is just that I need to improve my english, sorry! >_< - Yes, invisibility is a behaviour card, one out of... Six or seven cards, so you have time to damage (Or praise) her until she becomes invisible again. When you draw that card, the deck remains "Paused" until the invisibility phase ends, is just like an ongoing effect. - Yes, she attacks sweeping her scythe while she is invisible instead of revealing another card. - When she "moves" or attacks, the remaining unused tokens should be cycled, so you use the same four tokens again and again. The tokens are the places where she could be, similar to the board game "Letters From Whitechapel" (To be honest, this game was my inspiration). And yes, I think this can be too complicated for many players, but invisibility is really hard to represent without a Game Master, and is the signature ability of the boss. My idea was making a unique fight, like a "guessing game" as you said. We don't even know how the game works, so it is too early for saying if a fight like this is going to be fun or challenging, but I love this kind of brainstorming! Keep on the Jolly Cooperation! Praise the... What? Now I'm a Sunbro?
  13. Hmmm... I was thinking about Priscilla when I wrote the post about hard-to-implement bosses, but I decided to left her out of that category because she just needs an innovative idea rather than lots of miniatures (Or whatever needs Bed of Chaos). As for Prissy, I have an idea. Is not entirely original, but I think I can borrow a few things from others... This is just an sketch, so don't freak out. First of all, she needs her own special tile with twice the number of nodes, half for the players (They work as usual nodes) and half for Priscilla (She can't enter the players nodes and vice versa). When an invisibility card appears, Priscilla is retired and you put a footprint token on every adjacent Prissy-node. Only one of those tokens is the actual position of Priscilla, the other ones are just for confusing players. I think that an image is worth a thousand words, so... Yeah, my skills with MS Paint are legendary... Priscilla is, obviously, Prissy, the Darksign represents the empty Prissy-nodes and the footprints are the tokens. If anyone spends energy on attacking footprints, flip the token. If it was a "fake" footprint nothing happens, but if it was the "real" one you have to do something like this: First, roll the damage as usual, then put one damaged counter on the Priscilla mini outside the board; if she has three (Or four, or five, IDK) damaged counters, grab all the tokens and return the miniature to the board; if not, spread again the footprint counters as if Priscilla was at that node. Yes, if players hit Prissy she moves, this is for prevent ganking and giving her a chance to cause more confusion. While she is invisible, the AI deck is "frozen". When the boss is going to do something, instead of drawing cards flip the footprints and attack all the players near the "true" footprint token, then spread the tokens again and continue with the next player. Of course, this needs a clever distribution of both players and Prissy-nodes, and the later are needed because: 1) They let Fluffytail move freely across the board, so no bodyblock and 2) Players can't block the apparition of footprints. I don't know if I'm expressing clearly. Maybe I need more painfully drawn pictures...
  14. Just Thought You'd Like to See This

    Yes, please! That mushroom couple looks sooooo cute! (*0*)
  15. Can and do the mega bosses reflect their video game fight?

    Actually, Vordt has a neat moveset, but he is unable to hit you if you are under his belly (This is what makes him quite easy). And yes, he has some telegraphied attacks, is the second boss after all, but I think he can be an interesting encounter for the board game. Also, I don't really understand why people complain about the poor warrior of Irythill while no one talks about the Last Giant, another mega-boss with only three attacks in the VG. Seriously, it is quite a challenge to make an engaging boss with all the limitations of the Last Giant. I trust SFG, but they have a lot of work ahead. Oh, and on topic... I think we can expect almost 95% of the bosses, some as regular bosses, some as mega, maybe a few as mini. But what about the other 5%? Do you think is viable a Bed of Chaos encounter? Or an Ancient Wyvern temple run? I think there are at least six encounters with huge issues: - The Clone Duo = Pinwheel and Crystal Sage: Thinking about it, this one can be solved easily. The boss comes with five (Or four, or six...) identical miniatures, but one of the minis has a cross under the base, so you can put all the minis and you have no clue about which one has the cross. Disadvantages? You need to put additional minis for the copies, and that can make the bosses quite expensive. - Chaotic fight with a lot of miniatures = Burnt Ivory King: Second phase is easy, but the first one... You need four Silver Loyce Knights, two with halberds, one with sword and one with spells, each one with his own AI deck, five Charred Loyce Knights with the same set of AI decks, but this ones respawn on death, three portals that must be closed by the Silver Knights and... Yes, and 1-4 players. Epic? Yes, of course, but it looks like a complete mess too. - Even more chaotic fight with an awful lot of miniatures = Deacons of the Deep: This boss makes Ivory King a joke. I don't know how many miniatures you need here, but... Maybe ten normal deacons, five channelers, six fatties and one archdeacon? I love the Deacons in game, but this fight would look more like a Warhammer battle than a Dark Souls boss. - What the... Where is the fight? = Bed of Chaos and Ancient Wyvern: This, uh... I don't even know where to start... The dragon does nothing (Okay, maybe one or two flame breaths), and giving him a miniature just because he looks great is not a good idea. He is not the boss, the environment is. And Bed of Chaos is even worse, I mean, how can SFG replicate such a bugged and unfair fight? Something like "When you enter this boss room, flip a coin and say heads or tails; if you win the boss dies, if you lose all the players die"? Maybe I'm missing some bosses, but I think that's enough for now. Thoughts? Any other boss that is not suited for the board game?