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About Chud_Munson

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  1. Parry/Riposte

    Hey man, thanks for taking a look at this and giving your thoughts. To respond to some of your concerns: The dice rolling here actually doesn't have much of an impact. A larger or smaller roll doesn't really have an effect on the success of the check, it's just a way to randomly select a card in the sequence so that it's a little more difficult to get in the rhythm of guessing the right order. I considered partial parry, but I really want this to be a high risk thing. In the video game if you screw up a parry, you're going to have a bad day. Let me give a few partial parry ideas a whirl and see how they work though, maybe it'll round out the difficulty in a good way. For things like exceptions to when you can parry and different items parrying differently, I feel that that's a really cool idea and more thematic, but a bit too much bookkeeping for my taste. My worry is that it's the type of thing that will slow the action down. I'd rather sacrifice a little bit of theme to keep things moving along. Hm, my initial thought was that riposte could be any attack that you could pay for, but I guess allowing a strong attack might be too much of a tactical advantage? I'll have to test a little more to see if there are issues with that. I also don't love the fact that it uses the boss cards, but I really want people to be able to use just what comes in the box. My initial concept of the ruleset was to provide a little more value for people who felt underwhelmed by the core game, so I don't want to go too far down the rabbit hole of introducing more components. In terms of being able to memorize cards, I actually really like that because people who play the game more should be better at it. That's the argument against dice: there's not enough skill involved. That said, just knowing the boss cards isn't going to save anyone all that much because the order of them is going to keep changing. Knowing what attacks are available will give a bit of an edge, but it's more important to keep track of where they currently are in the stack. Also, FWIW, I expanded this concept into a module I called Precision Checks, of which one is a parry. You can check it out here if you like: https://boardgamegeek.com/filepage/155076/extended-ruleset-pdf
  2. Parry/Riposte

    I ended up playtesting this and made some changes. Basically, there are situations where this becomes way too easy. In a situation where you roll a 4 on the orange die, and get relatively homogenous behavior cards, it's just far too easy to have a situation where you get something like 4 cards that are all range 1 or are all 5 damage. So the changes I tested as working better (read: much harder) are: Randomly drawing 7 cards to set up instead of all cards minus an orange die. I chose 7 because research suggests most people can remember a maximum of 7 chunks of information at a time. Rolling one of each dice type to dictate how many cards to discard, rather than the block value. It just didn't seem thematic to use block value, and if this system is successful, I'd like to expand it to be used as an engine for other game mechanics. Changing from shuffling on failure to shuffling on success. Failure already includes its own penalty, and it's too easy for people to get good at the pattern and enjoy free parries once they've memorized the behavior order. Changing how the guess works. Now you guess fewer things, but you have to get all of them right to get a "point" of difficulty.
  3. Parry/Riposte

    Edit: I expanded on this concept a bit in a module I've called Precision Checks. Take a look if you feel so inclined: https://boardgamegeek.com/filepage/155076/extended-ruleset-pdf Hey all, I was thinking today about other ways to spice up combat. One of the things that lots of people have mentioned as something they wish was an option is parrying. This is a huge part of the Dark Souls video game, so I was curious if there's a good way to simulate that in the board game. The most obvious way has something to do with dice rolls, but I think people tend to dislike rolling dice for things that rely on skill in the video game. The thing that popped into my mind though is that there is a thing in the board game that more or less relies completely on skill: recalling boss behavior cards. It got me thinking about ways I could leverage that challenge to make a satisfying parry mechanic that has a few vital features: Relies on very little chance. Allows players to get better as they play the game more. Increases risk. What I came up with is detailed below; curious to see what people think. --------- Parry/Riposte Before the game, randomly choose a boss behavior deck that is not currently being used. Shuffle all behavior cards together and draw 7. One at a time, discard each card as though the boss was performing each attack. Then, without shuffling, flip the deck over and set it aside. It is considered the Parry deck. When an enemy attacks, you may choose to attempt to parry and riposte the attack at a cost of 1 Stamina. If you do, roll one die of each color. Draw cards from the Parry deck equal to the swords shown on the dice, flipping the deck over before drawing if there are no cards left to draw. Then, the parrying player must guess the following attributes of the next behavior card, ignoring Repeat icons, in the order that they appear: Total printed damage done by the behavior. If the damage is part of a push that also includes movement, the damage and movement for that icon can be declared in any order. Total amount of printed movement shown on the behavior card. If the boss Leaps, it is considered infinite movement. The Dodge difficulty of the attack indicates the number of consecutive cards the parrying player must guess correctly to successfully parry/riposte. If the player was incorrect about any value, the parry was considered a failure. Otherwise, it is considered a success. If the parry failed, the parrying player takes all damage from the attack. If the parry succeeded, the parrying player takes no damage, and may make an attack against the attacking enemy if it is in range and the player is able to pay the Stamina cost. They then shuffle the deck and one at a time, discard each card as though the boss was performing each attack. Then, without shuffling, flip the deck over and set it aside. Example: A player is attacked by an attack with a dodge difficulty of 2. They spend 1 Stamina to parry. The Parry deck is a Titanite Demon deck. They roll each color dice and the total shows 5 swords. They draw 5 cards and then guess the next card. They guess 6 damage, 0 movement. They then flip the next card, which shows Vaulting Slam. That behaviour card has an icon that shows Leap with a push damage of 6, followed by a movement icon with a 0 value. This is correct, so they guess again. They guess 1 movement, 5 damage. They flip the next card, and it is Lightning Bolt. It has an icon that shows a movement of 1, followed by a 5 damage attack. This is correct. The player takes no damage. They are also within range of the attacking enemy, so they make an attack that costs 2 Stamina. After this, they shuffle the Parry deck together, discard each card one at a time to view the new order, and then flips the discarded deck over.
  4. Update I added a pretty good bulk of lore to the Location Events. I realized reading through them that while there were different things happening in different locations, it wasn't always obvious why they were happening thematically. Hopefully the inclusion of some flavor text helps to elucidate that.
  5. Update One of the things I've noticed is some people don't like the fact that the treasure deck involves so much randomness. I know a common thing people have done is to split up the treasure into a tiered deck, but at least when I've played, this makes the game way too easy because you very quickly get optimal gear for where your character is at at a low cost. To try to address this, I've added an Item Shop variant to the extended rules. What I tried to do with it is give people some predictability in terms of getting items that are useful for them, but at a fairly steep cost. The idea is you can pay a premium to be ensured that you get a piece of gear you can use, so in a sense you're never going to be completely screwed by the item draw. Additionally, I've added a module for people to be able to face main bosses and mega bosses right away rather than needing to go through a mini boss first. Since the game takes a while, one of my concerns is that it's exceedingly rare I'll have the time to do a full run through the miniboss dungeon, and then do a main boss (let alone again for a mega boss). To make sure my main bosses (and ordered mega bosses) don't just look pretty on my shelf while they collect dust, I've come up with a way to set up a reasonable pre main/mega boss game state to jump right in. Since these modules rely heavily on soul economy and how powerful bonuses are or aren't, I wouldn't be surprised if I didn't get the ratios quite right the first time. Would love to hear from people trying this out and seeing if it works for them and what needs tweaking. The updates are here: https://boardgamegeek.com/filepage/155076/extended-ruleset-compendium-pdf Thanks
  6. Hey all, One houserule I've been considering lately is a way to play main bosses and eventually mega bosses right out of the gate (that is, setting up the game so that you start by facing a main boss dungeon rather than a mini boss dungeon, not immediately facing the boss itself). The only thing I don't really have enough data about though is how many souls to start players out with as a bonus. My initial inclination is something like 16 a piece since that's two trips through a dungeon, but it just feels like way too many souls, and I know a few people have noted that they feel overpowered when they get to the second half of the game. So my question is, how many souls have you guys accumulated by the time you get to the second half of the game, and do you feel like that's an appropriate amount to give? I'm kinda leaning toward 8 a piece and maybe a few treasure pulls, but I just don't feel like I have a great barometer for what's appropriate here, so would be really interested to hear people's thoughts.
  7. Updated the linked PDF to include a Weapon Arts expansion. This is a module that includes special mechanics that are specific to each weapon. When I could, I tried to simulate how each Weapon Art behaved in Dark Souls 3. For example, Lothric's Holy Sword has a projectile like it does in the video game. I tried to err on the side of making them not overpowered but still useful enough that people would spend their souls on them. Let me know what you all think
  8. Weapon Arts

    I did actually end up adding this. Check it out here. I ended up tending toward mild/moderate effects for the Weapon Arts. Even though a soul (or two souls in some cases) is a lot to do a single action, my feeling was I could see people getting lucky with a weapon draw, and then just spending the rest of their souls so that they can keep doing the Weapon Art and tearing enemies/bosses to shreds. The only exception is that the boss treasure Weapon Arts are a bit better than the rest of them. I suspect I struck a good balance between cost and usefulness of the Art in most cases, but let me know if you guys feel like there are problematic ones.
  9. Weapon Arts

    Yeah, I actually did start on this a bit, and I think buying the cubes is the way to go too. Could do something like either buy cubes or flip your Heroic Action, so that way you can use it on your first dungeon tile if you want. I keep going back and forth about adding Weapon Arts for shields. In my mind, shields are kinda inherently unexciting, so for them to be samey is totally fine. I'll play with the idea a bit though. I might end up doing something like only adding one or two for different shield types. I did add Arts for spells though. Good to know the ruleset is manageable. I guess I'll just go for it, people don't have to use it all, right? The ones I came up with I actually cross-referenced against the Weapon Arts in DS3. I hope when you see the sheet, you'll notice that the rules for some reflect what the weapon did in the video game, more-or-less (some didn't translate that well, so I came up with new ones). I actually just grabbed the background from the official DS rules PDF, and then used Optimus Princeps/Adobe Caslon Pro fonts, loaded it up in GIMP and voila. So also, to be totally clear, my idea was that the use of a cube was to use the weapon art once (one time use per cube). So basically, you have to either sacrifice your Heroic Action or pay a soul to activate the ability rather than either option giving you the Weapon Art on the weapon forever. I don't want them to be totally overpowered, but exciting enough that people are willing to spend a soul to use it. This is also kind of an alternative way of mitigating the weapon lottery. If people want some certainty, they can instead invest souls in their Weapon Arts, making their weapons have a little more oomph when it matters. Your starting weapons still aren't going to kill any bosses for you probably, but at least you won't feel useless for the first half of the game. For parry, I ended up making this an Art for the Long Sword, and I think it was something like "Before blocking, you may guess a number. If this number is equal to your Block roll, use this Art to make a Long Sword attack against the model that attacked you at half the Stamina cost."
  10. Painted miniatures

    Looks spectacular! Money well spent
  11. Weapon Arts

    Hey all, I was thinking yesterday about one of the things I recall someone saying about some of the weapons and gear feeling "samey". I personally like the way the weapons are, but it did get me thinking a little; would people be interested if I came up with a Weapon Arts houserule expansion (for non-DS video game players, this was an addition to Dark Souls 3)? Basically it would be an individual little perk that each weapon has to make each of them stand out a little. It would look like the Extended Rules PDF I made and posted on here, but would include an alphabetized list of weapons with their associated Weapon Art. A few questions though before I work on something like that: Would it be too overbearing? That is, is it too much mental heft to have to look up each weapon's Art in a rulesheet when you're playing the game? How would you prefer they work in terms of cost? A couple ways I've thought of: Flip the Heroic Action token to use a Weapon Art instead. I kinda like this because it's straightforward and has an inherent cost so it doesn't necessarily make the game any easier. The downside is it's pretty minimal in terms of strategy impact; just a minor quirk to gameplay. Characters can buy Weapon Art cubes at the Bonfire for a soul a piece that can be used to activate Weapon Arts. This is nice because really great Arts could cost more than one cube. The downside is now there's a cube economy to worry about which is a little more involved to balance with dozens of weapons. I don't mind putting work into this, but it does make the whole concept a little more involved. Also, it's likely people are going to need to buy extra cubes or have some other way of tracking this. What I do like about this is it's a little more intriguing and lets people make builds that utilize Weapon Arts specifically and can choose whether they want to invest in this heavily and make it a part of their strategy. Would you want a Weapon Art for each weapon, or Arts that apply to classes of weapons?
  12. Updated with a link to a PDF of the extended rules that have been visually reworked to look a lot cleaner. Thanks so much to @cabezazo for sharing his template!
  13. 1. Yep, that's right. Any reason the player would use stamina is a valid reason. 2. Yeah, you interpreted that correctly. The situation you described is exactly why I worded it that way. I didn't want people thinking they could negate all effects of a push icon; this ability's primary focus is tactical positioning and acting as an effective meat shield rather than avoiding damage. So in short, yes, this mostly comes up when you're being pushed, and yes, you would still take damage in the situation you described. Keep em comin! :-P
  14. Resident Evil boardgame

    My pleasure! I had a lot of fun writing the extended rules, so it's cool to see other people enjoying using them and hearing their feedback.
  15. Resident Evil boardgame

    Sure, these were the ones I was referring to: Not sure if those were the ones you ended up finding; I've posted a few iterations on here, but this is the thread that compiles the final versions of the ones I've been working on.