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Fronx

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  1. Fronx

    various questions

    You are correct in all accounts above: -your steps are correct -node jumping is correct: only if you are NOT in the same node as the enemy, then you actually have to select from certain farthest nodes from the enemy as per rules (e.g. you dodge-moved out from the enemy node failing the dodge roll or the enemy attack is a ranged one that pushes). -with boss, must obey the arc. if next to wall, then slide to either side following the wall. It is possible that peolpe play it incorrectly even on youtube. Dodge-move again makes this a bit trickier, but even after that the push must obey the arc he is then in (if he failed the dodge-roll). To your facing question: in every step of movement the facing is checked. This is for a movement that has "nearest" or "aggro" icon. facing is not changed if neither icon is not present in that action. In your steps, facing would happen in steps 1.5 and 3.5 (before movement steps). See
  2. Fronx

    updated rules

    I do not wish to shoot your opinion down, but I personally disagree after my personal playthroughs: Im looking for ways to make game more playable by making it harder. In current form it is too easy: AFTER you get through the start, which is always the (only) difficult part of the game. There is just too little curve on the difficulty: once you get through the start, the snowball effect kicks in for you (the players), while the enemies do not scale up in comparison. The problem in you encounter seems to have been, that you got one of the more difficult encounters on your game by random. Encounter you describe is definitely the hard part of the game. but as you said, it was winnable after few wipes, by grinding the other two encounters for the souls to get more equipment to win it. That seems to be the point of the game, gear is everything. The game to me feels a lot more difficult on 4 players than on 2, as there is less sparks, AND more time until one character can activate again, meaning a lot more planning required. While 4 players have a lot more health, and might be able to wield more of the weapons looted, the team is as good as its weakest link (as if one dies, the encounter is lost).
  3. The double souls half sparks -rule modifies the gameplay into easier mode, which I do not like: higher level encounters are easier than originally intented, as you get double souls before you need to fight them for the first time. Example: assuming 2x 1-level encounters and 2x 2-level encounters, you would have already 2x of souls gathered before going to 2-level fights for the first time, making them easier! I prefer following house rule: if you mastered a encounter by NOT using any flask, luck or heroic in a team, you get to skip it from that point on, and just collect the souls from that tile in following spark(s). Other option would be to get the value of souls once more from ALL encounters at once, only JUST before resting or boss-fight. This would keep the original balance. Example: play with half sparks. you fight all encounters and get normal amount of souls from each individually. you decide to rest or to go to boss: before doing so, you get again the sparks from all cleared encounters at once (= thus now getting the missing souls to get the double amount to cover playing with half sparks, without "cheating" and getting to an encounter with better equipment than you could have with original rules). This kind of simulates as if you went the encounters twice in a ROW. The blunt "half sparks, double souls" kind of does not, it easens the following encounters also (as if you went easy encounter twice before next encounter, which you again go twice...).
  4. I was thinking that this would be good to have in rulebook: "The damage can never be negative". As with Hornet Ring in your armor upgrade and using weapon with only black dices, you really could roll -2 or -1 result. I doubt no-one would play this wrong and HEAL the target when this happens, but you newer know =D
  5. This should be clarified even if official rules, but maybe now in this FAQ: Page 21 of the Rulebook: The pushed model or models are moved onto an adjacent node that is farther from the attacking model. This could easily be understood that all pushed models must be moved to same adjacent node. As it uses singular "an adjacent node", even though plural had been used for "models" before in the sentence. It would be clearer if it would say "adjacent node or nodes" in the rulebook. As far as I know, the intent is that you can choose every pushed character separately: even if they are pushed from the same node, they could choose to be pushed to totally different nodes, assuming multiple nodes fit the requirements (e.g. farther from attacker)(?)
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