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About Chud_Munson

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  1. Chud_Munson

    Item prerequisites

    Most of the equipment requires you to upgrade one way or another. That said, a couple ways that help the grind: The most common way is to double soul rewards and cut sparks in half. This is a developer-suggested way to speed up the game. While it won't change the items you get, you'll spend less real-world time having under-leved gear. I've got an Item Shop variant that doesn't require you to tier items ahead of time. You can check it out here: https://boardgamegeek.com/filepage/155076/extended-ruleset-pdf
  2. Looks like SFG is going to have these on the Black Friday sale.
  3. Chud_Munson

    Expansions arrived!!! - but...

    You got it, glad to hear it worked (especially since mine are coming this weekend )
  4. Chud_Munson

    Expansions arrived!!! - but...

    To folks that are having some trouble, SFG posted a YouTube video that instructs how to put these together. The short explanation is that you need to get very, very hot water in a cup and soak the plugs of the appendages until they become soft. Then press them into the sockets hard and wait for them to cool.
  5. Chud_Munson


    Heads up, I added another one of these. It's called Path to Lothric Castle, and leads up to the Dancer of the Boreal Valley fight. Enjoy!
  6. Chud_Munson


    Sure thing. I've got a couple ideas in the works; I'll post them soon. Thanks for having a peek
  7. Chud_Munson


    Hah, as much as I'd like to have parity with Gloomhaven, I'm pretty sure I'd have to quit my full time job to make that many scenarios.
  8. Chud_Munson


    Hey all, Over the past few months I've been updating and maintaining a houserule set on BGG that includes various extended rules, and I wanted to get the community's thoughts on something I added recently. I've added a section for something I'm calling Scenarios, which are basically meant to be in the spirit of actual encounters in the video game (pre-defined layout with special conditions/triggers, pre-defined loot, themes specific to the encounter, etc.) The one that I've posted so far is inspired by the Undead Parish and lead up to the Bell Gargoyles fight. I basically wanted to ask two things: Is thing something people would be interested in me continuing to do? Would you actually use and play with these Scenarios? I'd love any feedback you have on the Scenario itself. It's somewhat of a departure from the core game in a few ways, and think it would be great to get thoughts on what you think is good about it versus what doesn't work. You can find it here: https://boardgamegeek.com/filepage/155076/extended-ruleset-pdf Thanks!
  9. Chud_Munson

    Painting - Need Advice

    Sorry to say I don't have advice for you because I'm a painting noob, but I just wanted to post to let you know these look great!
  10. Chud_Munson


    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
  11. Chud_Munson


    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.
  12. Chud_Munson


    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.
  13. 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.
  14. 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
  15. 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.