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House rules ideas

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I've played a couple times now and have started coming up with my own house rules as well. The biggest issue I've run into is game time. The game takes quite a bit of time and really only gets longer as more players are added. A single play-through seems to be the perfect amount of time and this allows for a death or two as well without game time going excessively over. So the goal below is to allow players plenty of options and power and be able to complete a Main-Boss in a single play-through without being required to spend Sparks to replay encounters.

  • Each player starts with 2 souls to add towards the soul pool and can bump up 2 stats to tier 1.
  • Reduce Sparks by half (rounded down).
  • Level 1 Encounters grant 3 souls per player.
  • Level 2 Encounters grant 4 souls per player.
  • Level 3 Encounters grant 5 souls per player.
  • Mini-Boss grants 5 souls per player.
  • Main-Boss grants 6 souls per player.
  • 2 items can be sold for 1 soul. (I haven't gotten to test this one out yet)

We had a few close calls at all encounter levels using these rules, but the game felt challenging but beatable in a reasonable amount of time.

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14 hours ago, Regabond said:

I've played a couple times now and have started coming up with my own house rules as well. The biggest issue I've run into is game time. The game takes quite a bit of time and really only gets longer as more players are added. A single play-through seems to be the perfect amount of time and this allows for a death or two as well without game time going excessively over. So the goal below is to allow players plenty of options and power and be able to complete a Main-Boss in a single play-through without being required to spend Sparks to replay encounters.

  • Each player starts with 2 souls to add towards the soul pool and can bump up 2 stats to tier 1.
  • Reduce Sparks by half (rounded down).
  • Level 1 Encounters grant 3 souls per player.
  • Level 2 Encounters grant 4 souls per player.
  • Level 3 Encounters grant 5 souls per player.
  • Mini-Boss grants 5 souls per player.
  • Main-Boss grants 6 souls per player.
  • 2 items can be sold for 1 soul. (I haven't gotten to test this one out yet)

We had a few close calls at all encounter levels using these rules, but the game felt challenging but beatable in a reasonable amount of time.

That looks a nice balance of souls you get, its certainly more in line with the game and different levels depending on the enemy you face.

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The Symbol of Avarice

Armour Upgrade

When worn, after defeating an encounter, you may draw one treasure card.

At the beginning of your activation you can only regain one stamina. You then suffer one point of damage.

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Sorry for the doublepost but I think that belongs rather in this topic area

I have experimented a little with the soul rewards and came to this result:

The idea is that when you start with less sparks, you get more souls (to reduce the grind).
However, the soul's reward is reduced for the boss if you lose a spark.

The numbers in brackets mean the following:
I had the idea that it would be a bit more exciting to get more souls for more difficult encounters.
The easiest way was to get fewer Souls for the closest encounter, and for the most distant encounter the most.

(04/08/16)

At the closest encounter you get four souls

The furthest encounter gives sixteen souls.

The other two Rooms gives 8 Souls

Berechnung.PNG

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I just posted this in another topic but I'll report it here:

Personally my group (3 only) stick with the variation of Levels 1 to 3. However we determine Soul count based on monster stats, for example: Hollow Soldiers +2, Silver Knights +3, Sentinels +4. 

Bosses, mini or main, grant you +8 souls. 

Because Solo players are given 16 souls to start with I was thinking coop players should also get souls instead of having nothing. I suggested to my group that 2 souls should be added to the cache for each player at the start of the game. 

Also you get the souls after killing each enemy, not at the end of the encounter. 

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Haven't tested this yet, but should make the game more interesting... This is for campaign play, can be modified for normal play.

  • Resting at the bonfire:
    • Shuffle and re-draw all encounter cards
    • Raise the encounters lvl after resting max spark times
      • This can include dieing if you need the extra challenge
      • You can choose to level encounters that are already at 3 by adding a lvl 1 encounter to make it lvl 4 etc.
        • Keep the barrels/ chests/gravestones/traps from the main encounter card and add everything thats missing (lets say the primary terrain node is empty and there are no traps, add those from the second card if it says so  PS: You can't overlap and make duplicates)
        • Add enemy's to spawn nodes from the main encounter card and up to 2 enemy's from the second card for a total of 3 (starting from left to right for the second card)
    • After the first encounter with the boss don't re-draw encounters anymore (chests will stay open, traps will stay on the same node etc. as per usual rules)
  • When you die:
    • Only re-draw the encounters that you finished before dieing (id you die to the boss just reset the encounters, no re-draw)
  • Common treasure deck:
    • 36 normal treasure cards
    • 4 ember cards
    • All normal class treasure cards for picked characters
    • Costs two souls per card
  • Legendary Treasure deck:
    • 12 shards
    • 8 normal spells
    • After defeating a boss add 5 random legendary treasure cards, add that boss's treasure cards, add all transposed treasure for picked characters
    • Costs 4 souls per card
  • Treasure chests:
    • Draw 2 cards from common treasure deck or
    • Draw 1 card from legendary treasure deck

If there's anything you'd like to change or add let me know, maybe we can make this better somehow...

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Played a couple of times and can't wait to play more. First time we played with no house rules and it made the game incredibly difficult and grindy. We could barely do any damage against enemies with higher armour and had an OP Assassin with magic, whilst very weak Herald and Knight had to watch from the sidelines.

In the second game we added a shop with 10 items. This helped us greatly when it came to getting gear, a little too much. I will definitely use the shop again but going to try with only 5-6 items available to choose from. Gearing was still hard and for the mid-stage of the game I was using a Silver Knight Shield as my primary weapon as a better alternative couldn't be found. This time it was hard for the Assassin to find an upgrade.

We also had it that the party gets 16 starting souls, regardless of party size. I think this is fair since it automatically balances itself as the party grows any way.

In the second game we replayed all the encounters before facing the mini-boss. I really enjoyed this, and we were able to clear it quickly, it had mixed reaction from the group. One other die-hard Souls fan loved how authentic it was, but the non-Souls player was confused and frustrated by it. Will decide how many souls to give out dependent on group make up to stop people getting upset at the repetition.

We also played it that you could use a spell or utility gear whilst it was in your backup slot. You can only have one backup item equipped. Made you feel more powerful when you could use a throwing knife then attack or a small miracle and still have your shield. I think this reflects 'quick actions' from the video game and made your turn more exciting.

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My friends and I, after having never gotten a full game with both rotations (Boss and Miniboss) done in a night have made it where it costs 3 souls to get an item, but you actually get to search the Item deck.

 

It's really made the game quicker, it's more authentic to the game, and so far it hasn't really broken anything due to the leveling constraint you still have to work around.

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10 minutes ago, Slarg232 said:

My friends and I, after having never gotten a full game with both rotations (Boss and Miniboss) done in a night have made it where it costs 3 souls to get an item, but you actually get to search the Item deck.

 

It's really made the game quicker, it's more authentic to the game, and so far it hasn't really broken anything due to the leveling constraint you still have to work around.

Interesting idea.  :)
Are you worried it will result in "best in slot" builds where you always end up with the same equipment every game? Once you find an exceptional combination of items it'll be hard to resist going for that every time.

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1 minute ago, Ashraam said:

Interesting idea.  :)
Are you worried it will result in "best in slot" builds where you always end up with the same equipment every game? Once you find an exceptional combination of items it'll be hard to resist going for that every time.

I think it may lead to that *now*, but after the Character Expansion I don't think so. Each of the classes offers something unique enough that while certain characters would LOVE certain items, those items are only available on a different class; the Knight with Tiny Being's Ring and Lothric's Holy Sword requires that someone's playing the Herald, which isn't a guarantee. Or a Warrior with Caestus and Hornet Ring or such. 

 

I imagine once the other classes get added (Mercenary, Deprived, Thief) it'll be even more diverse if only because the classes are picked less (Group of 3).

 

But honestly, I'm not really worried about "Best in Slot" builds. It's basically all that happens in the video games anyway :P

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5 minutes ago, Slarg232 said:

I think it may lead to that *now*, but after the Character Expansion I don't think so. Each of the classes offers something unique enough that while certain characters would LOVE certain items, those items are only available on a different class; the Knight with Tiny Being's Ring and Lothric's Holy Sword requires that someone's playing the Herald, which isn't a guarantee. Or a Warrior with Caestus and Hornet Ring or such. 

 

I imagine once the other classes get added (Mercenary, Deprived, Thief) it'll be even more diverse if only because the classes are picked less (Group of 3).

 

But honestly, I'm not really worried about "Best in Slot" builds. It's basically all that happens in the video games anyway :P

Thanks, I was just curious.  :)

I'm one of those odd players that likes to try to make unorthodox tactics and gear work.   :D

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I've came across a similar Idea of the 2 item decks (early game items, and late game items).

Two decks each one for a part of the game: before miniboss and after miniboss. The division is pretty simple, and it worked great when we gave it a try. 
Basically, every item that have at least a 24 as a requirement, goes to the "late game deck". The reason behind the number 24 is pretty self explanatory: the tier 1 stats are around 21 and 23. 

The playtest game was perfect, we arrived to the miniboss with the right equipment to face it evenly. The fight was perfectly balanced and super fun!

In previous games we had to overpower a single character to be able to equip what we found.. and of course it wasn't amazing for everyone. 

Anyway, the idea of @Danny of picking a card per deck when you find a treasure chest sounds very nice. I'll add it to the next game play :))
 

 

 

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On 6/6/2017 at 2:03 PM, MechMage said:

I notice most house rules seem to make the game quicker or easier.  Does anyone play with a house rule that makes the game harder?

Not so much a house rule but I have just finished engraving my custom 'hard mode' blue and orange dice to remove my biggest annoyance in the game i.e. guaranteed minimum dice results taking a lot of the threat out. These ones all have one blank face so there is no auto-killing 1 wound mobs or guaranteeing that half of a boss' attack is blocked before you even roll.

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3 minutes ago, Bob Hambleton said:

Not so much a house rule but I have just finished engraving my custom 'hard mode' blue and orange dice to remove my biggest annoyance in the game i.e. guaranteed minimum dice results taking a lot of the threat out. These ones all have one blank face so there is no auto-killing 1 wound mobs or guaranteeing that half of a boss' attack is blocked before you even roll.

I like that idea.  Did you add those swords back onto other sides to keep the total number consistent or is it a deliberate nerf to higher end gear?

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24 minutes ago, MechMage said:

I like that idea.  Did you add those swords back onto other sides to keep the total number consistent or is it a deliberate nerf to higher end gear?

It's a slight nerf but only to the lower rolls on those dice. Basically my blue dice are blank, 1, 2, 2, 2, 3 and the orange are blank, 1, 2, 3, 3, 4 (so one 1 on the blue and one 2 on the orange was blanked). I think the average result on the blues has gone down by 0.2 and on the orange by 0.4. 

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Here's the rulesheet I ended up creating for my houserules: 

 

Most of my changes are around just plain making combat and character progression more satisfying. While I also have suggestions for reducing playtime, I think some of the tweaks I've made have made the whole game more enjoyable for me, rather than ways to avoid or quicken playing parts of the game that feel like a chore.

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Sad to see the game doesn't appear to have been received very well.  I haven't quite figured out if its an actual problem with the game or the same kind of reason most people don't actually enjoy Dark Souls.  I get not wanting to repeat rooms you've already cleared, but I guess that's something I sort of expect out of the franchise.

I do feel like the souls system is missing the point a bit.  In the videogames, they serve as a tension/push your luck mechanic.  I doubt retreating to the bonfire more often would help with the grind issue, but I wonder if a little too often the game is about dying to get stronger instead of dying to get better.  There are definitely times where I've felt the latter, and in those moments the game absolutely shines, but I'm not sure there's reliably enough options available for that to always be the case.

The best game I've had was when I had the Heal spell, because I could skill my way past things well above my weight class by watching my bar and knowing when to go into recover mode before pressing the attack again.  In most games you basically get 2 health bars and at some point the reds leave you out of options before they actually kill you.  

Souls and equipment fighting for the same resource also feels odd and out of place with the game.  I can't help but feel like there's something to be done there which is probably why its where so many people focus on house rules.  Maybe something as simple as a shop as a shop that's populated every time you clear a room (Lvl 1 = 1Black, Lvl2 = 1 Blue, LvL3 = 1 Gold) to help you dig through the treasure deck more efficiently?  

All in all though, it feels the issues I see are pretty common to the genre.  I have yet to see the dungeon crawler that packs the tactics and depth people are looking for in the desired time frame.  The campaign actually feels a bit closer to what people want in that regard, and maybe that's just the right answer to everything.

 

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I'm reposting my house rule from a buried thread here:

I created a house rule for my solo DS1: The First Journey campaign that I've really enjoyed through the first two mini-boss runs. I refer to it as "aggro grunts." I track "party level" as the number of times I've upgraded attributes. In a solo game, grunts become aggro once your party level reaches or exceeds their threat level. Once grunts become aggro, they gain the repeat ability--i.e., they perform their behaviors twice per activation. They also activate before non-aggro grunts. 

It's a simple rule that adds a lot of fun, challenge, and variation to encounters that otherwise grow stagnant after a while. For example, after defeating the two gargoyles with my herald, I almost got myself killed in the first Tier 1 encounter of the Titanite Demon map, which would never happen under the standard rules. Ranged units quickly become more deadly. As you continue to power up, those slow and easy-to-kite hollow and large hollow soldiers start chasing you instead of plodding around hopelessly. In my opinion, it works very well with Tier 1 and Tier 2 encounters--they are definitely more difficult and you'll die more often, but they aren't unfair. I think it's more fun. I haven't begun the O&S phase of the campaign, so I can't say how well it will work with the Tier 3 encounters yet.

Side note #1: I use all the standard soul rewards as stated in the rulebook. I find that, once the T1 and T2 encounters become more exciting, the "grind" no longer feels like a grind. I enjoy resetting the bonfire and farming more souls, because the encounters evolve and increase in difficulty. I'm no longer just trying to rush through them.

Side note #2: To scale for multiplayer, the grunt threat level would have to be multiplied by the number of PCs. For example, in a solo game, the hollow crossbowmen become aggro at party level two. But in a 3-player game, they would become aggro at party level six. I suspect this would still work well, but I haven't tested it, as all my games have been solo. (My wife doesn't show much interest in playing the game...)

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Ring of the Evil Eye

Armour Upgrade

After defeating an enemy, you may heal up to one point of damage.

 

Redeye Ring

Armour Upgrade

This player always has the aggro token.

 

Ring of Thorns

Armour Upgrade

Everytime this player dodges out or into a node occupied by an enemy, deal 1 black die of damage to that enemy.

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I've come up with an idea for New Game +

NG+ will increase enemy HP by 1 point(per NG+) and boss HP by 2 points (per NG+), make encounters give 1 more soul (per NG+). Now in order to balance things out and prevent players from steamrolling the game will all the great equipment they obtained, players won't get to keep everything from the previous campaign, they will lose 1 level in all their stats, and players will only get to keep one piece of each of their current equipment, everything else will go back into the deck, including any upgrades on the pieces of equipment each player kept, players also get to keep unspent souls and their embers, aside from that, game setup will be the same, with players getting their starting equipment, and the bonfire sparks being set to an amount dependent on the number of players.

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I've come up with some rules to speed up the game somewhat by removing all need for grinding and generally improve upon it, plus I've also updated my old NG+ rules. 

These rules are recommended for campaign play, but will still probably work well in normal play, but it could make things too
easy due to the very high souls gain.
Having a calculator is handy, the calculations aren't complex or anything, but it will speed things up for souls gain.
The way I've taken out the grind from the game, is by giving you enough souls to always have a chance against a boss on the first try, but also diminishing the souls gain on repeat encounters to greatly discourage grinding.
You can use the "Dash Through" rule from the rulebook in normal play as well as campaign play, these rules wouldn't be so good for removing grinding if you still were forced to redo encounters in normal play, right?

-<(Souls gain)>-
Souls are now based on the enemies in encounters.
Boss souls are based on what type of boss they are.
When repeating an encounter, the souls are lowered.
Round everything down.
If an encounter would give 0 souls, gain 1 instead.

Enemy name

First souls/repeat souls per player

Hollow Soldier
0.6/0.2 per player

Crossbow Hollow
0.8/0.3 per player

Silver Knight Greatbowman
1.0/0.3 per player

Large Hollow Soldier
1.2/0.4 per player

Silver Knight Swordsman
1.4/0.5 per player

Sentinel
3.0/1.0 per player

Mini Boss
3.5 per player

Main Boss
4.0 per player

Mega Boss
4.5 per player

Depending on the level of the encounter, reduce or increase the souls gain for having a chest or traps.

If an encounter has traps, increase the souls gain by
Level 1: 0.2/0.0 per player
Level 2: 0.3/0.0 per player
Level 3: 0.5/0.1 per player
Level 4: 0.7/0.2 per player

If an encounter has a chest, reduce the souls gain by
Level 1: 0.8/0.3 per player
Level 2: 0.9/0.4 per player
Level 3: 1.0/0.5 per player
Level 4: 1.2/0.6 per player

-<(Shop)>-
Draw 3 cards from the treasure deck and lay them out next to each other, this is your shop, whenever you buy one of these cards, a new one is drawn to replace it.
Equipment will cost different amounts of souls based on how many stats they require and how high those stats are.
You can choose to discard the current selection by spending 3 souls, discarded cards cannot be obtained again until the next campaign.
If an item doesn't match any of the categories, it is priced at the general price.
If an item fits into more than one category, it is priced at the last listed category it matches with, or example a "20+ requirement in two or more stats" legendary item would just be priced under "Transposed or legendary"

Buying prices
General price - 2 souls
20+ requirement in two or more stats - 3 souls
25+ requirement in any stat - 3 souls
45+ requirement in total - 4 souls
1-20 requirement in all four stats - 3 souls
Transposed or legendary - 4 souls

Selling prices
General price - 1 soul
45+ requirement in total - 2 souls
1-20 requirement in all four stats - 1 soul
Transposed or legendary - 2 souls
Main or Mega boss item - 2 souls

The treasure deck is separated as normal, but some normal treasures will also only come into play after
the first boss, these are the rules for whether or not those treasures get limited to the late game deck.
This is only for normal treasures, any class treasures that may meet these requirements are still placed in
the basic treasure deck, only transposed class treasures go into the late game deck.

Weapons
If it has 25+ requirement in any stat
Armors
If it has 21+ requirement in any stat
Shields
No shields get restricted to the late game deck
Spells
If it has 20+ requirement in any stat
Gems/Shards
If it has 20+ requirement in any stat
Rings
No rings get restricted to the late game deck

Two embers go to late game deck.


-<(New Game+)>-
After you finish a campaign, you can choose to go to New Game+ for your next campaign, if you do, all
players must decide to place all but one piece of equipment they currently have equipped in their
inventory, and they must lose one level in all but one of their stats, this is to prevent you from stomping early game enemies.
The entire inventory gets discarded, except for boss treasures, unless you are fighting that same boss in the next campaign.
Current souls held are retained, it is beneficial to save some souls before going into NG+ in order to make it easier to recover from the initial nerf of your stats.
Players can choose to change classes if they want, but they will have the same levels as they did in their previous class.
Any empty equip slots get re-equipped with the starting equipment for the class.

In NG+, enemies will have slightly increased stats and you will obtain slightly more souls from encounters, and then when you go into NG+2, they'll have even higher stats, and so on until it caps at NG+7.
To compensate for the fact that enemies will eventually have much greater amounts of health and higher attack, players will be able to keep more and more of their stats and equipment with each NG+, and starting from the first NG+, players can level up a new stat, the endurance bar! (the bar that keeps track of your damage/stamina) The endurance bar can be increased all the way until it reaches the maximum of 20. (You're going to have to get creative to keep track of it though, I kept the little squares you pop out from the endurance bar when I first opened everything up, so I use those)
But there is a catch to the endurance bar, each time you increase it, you only get to use that extra square for health or stamina, so you can only get 5 for each also when you lose a level in each stat upon going into a new NG+, you'll lose 1 endurance square too, unless endurance is one of the stats you decide to keep.


New Game+ increases

    Enemy stats increase | Souls gain increase                                                                          
             Health |Atk | LV1 | LV2 | LV3 | Mini | Main | Mega | Equipment | Stats   
NG+  |  +1/+2  | +0 |   +1  |   +2 |  +3  |   +4  |   +5   |    +6    |     Keep 1    | Keep 1
NG+2|  +2/+4  | +1 |   +2  |   +3 |  +4  |   +5  |   +6   |    +7    |     Keep 2    | Keep 1
NG+3|  +3/+6  | +1 |   +3  |   +4 |  +5  |   +6  |   +7   |    +8    |     Keep 2    | Keep 2
NG+4|  +4/+8  | +2 |   +4  |   +5 |  +6  |   +7  |   +8   |    +9    |     Keep 3    | Keep 2
NG+5| +5/+10 | +2 |   +5  |   +6 |  +7  |   +8  |   +9   |   +10  |     Keep 3    | Keep 3
NG+6| +6/+12 | +3 |   +6  |   +7 |  +8  |   +9  |  +10  |   +11  |     Keep 4    | Keep 3
NG+7| +7/+14 | +3 |   +7  |   +8 |  +9  |  +10 |  +11  |   +12  |     Keep 4    | Keep 4


The first increase on HP is for enemies, the second is
for bosses, increase the boss's heat up value by half
of the increased HP that they gain.
These increases are flat, and don't increase depending
on how many players there are.

Endurance bar costs
11th square - 2 souls
12th square - 4 souls
13th square - 6 souls
14th square - 8 souls
15th square - 10 souls
16th square - 12 souls
17th square - 14 souls
18th square - 16 souls
19th square - 18 souls
20th square - 20 souls

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On 5/20/2018 at 8:18 PM, MaverickHunterLuneth said:

I've come up with some rules to speed up the game somewhat by removing all need for grinding and generally improve upon it, plus I've also updated my old NG+ rules. 

These rules are recommended for campaign play, but will still probably work well in normal play, but it could make things too
easy due to the very high souls gain.
Having a calculator is handy, the calculations aren't complex or anything, but it will speed things up for souls gain.
The way I've taken out the grind from the game, is by giving you enough souls to always have a chance against a boss on the first try, but also diminishing the souls gain on repeat encounters to greatly discourage grinding.
You can use the "Dash Through" rule from the rulebook in normal play as well as campaign play, these rules wouldn't be so good for removing grinding if you still were forced to redo encounters in normal play, right?

-<(Souls gain)>-
Souls are now based on the enemies in encounters.
Boss souls are based on what type of boss they are.
When repeating an encounter, the souls are lowered.
Round everything down.
If an encounter would give 0 souls, gain 1 instead.

Enemy name

First souls/repeat souls per player

Hollow Soldier
0.6/0.2 per player

Crossbow Hollow
0.8/0.3 per player

Silver Knight Greatbowman
1.0/0.3 per player

Large Hollow Soldier
1.2/0.4 per player

Silver Knight Swordsman
1.4/0.5 per player

Sentinel
3.0/1.0 per player

Mini Boss
3.5 per player

Main Boss
4.0 per player

Mega Boss
4.5 per player

Depending on the level of the encounter, reduce or increase the souls gain for having a chest or traps.

If an encounter has traps, increase the souls gain by
Level 1: 0.2/0.0 per player
Level 2: 0.3/0.0 per player
Level 3: 0.5/0.1 per player
Level 4: 0.7/0.2 per player

If an encounter has a chest, reduce the souls gain by
Level 1: 0.8/0.3 per player
Level 2: 0.9/0.4 per player
Level 3: 1.0/0.5 per player
Level 4: 1.2/0.6 per player

-<(Shop)>-
Draw 3 cards from the treasure deck and lay them out next to each other, this is your shop, whenever you buy one of these cards, a new one is drawn to replace it.
Equipment will cost different amounts of souls based on how many stats they require and how high those stats are.
You can choose to discard the current selection by spending 3 souls, discarded cards cannot be obtained again until the next campaign.
If an item doesn't match any of the categories, it is priced at the general price.
If an item fits into more than one category, it is priced at the last listed category it matches with, or example a "20+ requirement in two or more stats" legendary item would just be priced under "Transposed or legendary"

Buying prices
General price - 2 souls
20+ requirement in two or more stats - 3 souls
25+ requirement in any stat - 3 souls
45+ requirement in total - 4 souls
1-20 requirement in all four stats - 3 souls
Transposed or legendary - 4 souls

Selling prices
General price - 1 soul
45+ requirement in total - 2 souls
1-20 requirement in all four stats - 1 soul
Transposed or legendary - 2 souls
Main or Mega boss item - 2 souls

The treasure deck is separated as normal, but some normal treasures will also only come into play after
the first boss, these are the rules for whether or not those treasures get limited to the late game deck.
This is only for normal treasures, any class treasures that may meet these requirements are still placed in
the basic treasure deck, only transposed class treasures go into the late game deck.

Weapons
If it has 25+ requirement in any stat
Armors
If it has 21+ requirement in any stat
Shields
No shields get restricted to the late game deck
Spells
If it has 20+ requirement in any stat
Gems/Shards
If it has 20+ requirement in any stat
Rings
No rings get restricted to the late game deck

Two embers go to late game deck.


-<(New Game+)>-
After you finish a campaign, you can choose to go to New Game+ for your next campaign, if you do, all
players must decide to place all but one piece of equipment they currently have equipped in their
inventory, and they must lose one level in all but one of their stats, this is to prevent you from stomping early game enemies.
The entire inventory gets discarded, except for boss treasures, unless you are fighting that same boss in the next campaign.
Current souls held are retained, it is beneficial to save some souls before going into NG+ in order to make it easier to recover from the initial nerf of your stats.
Players can choose to change classes if they want, but they will have the same levels as they did in their previous class.
Any empty equip slots get re-equipped with the starting equipment for the class.

In NG+, enemies will have slightly increased stats and you will obtain slightly more souls from encounters, and then when you go into NG+2, they'll have even higher stats, and so on until it caps at NG+7.
To compensate for the fact that enemies will eventually have much greater amounts of health and higher attack, players will be able to keep more and more of their stats and equipment with each NG+, and starting from the first NG+, players can level up a new stat, the endurance bar! (the bar that keeps track of your damage/stamina) The endurance bar can be increased all the way until it reaches the maximum of 20. (You're going to have to get creative to keep track of it though, I kept the little squares you pop out from the endurance bar when I first opened everything up, so I use those)
But there is a catch to the endurance bar, each time you increase it, you only get to use that extra square for health or stamina, so you can only get 5 for each also when you lose a level in each stat upon going into a new NG+, you'll lose 1 endurance square too, unless endurance is one of the stats you decide to keep.


New Game+ increases

    Enemy stats increase | Souls gain increase                                                                          
             Health |Atk | LV1 | LV2 | LV3 | Mini | Main | Mega | Equipment | Stats   
NG+  |  +1/+2  | +0 |   +1  |   +2 |  +3  |   +4  |   +5   |    +6    |     Keep 1    | Keep 1
NG+2|  +2/+4  | +1 |   +2  |   +3 |  +4  |   +5  |   +6   |    +7    |     Keep 2    | Keep 1
NG+3|  +3/+6  | +1 |   +3  |   +4 |  +5  |   +6  |   +7   |    +8    |     Keep 2    | Keep 2
NG+4|  +4/+8  | +2 |   +4  |   +5 |  +6  |   +7  |   +8   |    +9    |     Keep 3    | Keep 2
NG+5| +5/+10 | +2 |   +5  |   +6 |  +7  |   +8  |   +9   |   +10  |     Keep 3    | Keep 3
NG+6| +6/+12 | +3 |   +6  |   +7 |  +8  |   +9  |  +10  |   +11  |     Keep 4    | Keep 3
NG+7| +7/+14 | +3 |   +7  |   +8 |  +9  |  +10 |  +11  |   +12  |     Keep 4    | Keep 4


The first increase on HP is for enemies, the second is
for bosses, increase the boss's heat up value by half
of the increased HP that they gain.
These increases are flat, and don't increase depending
on how many players there are.

Endurance bar costs
11th square - 2 souls
12th square - 4 souls
13th square - 6 souls
14th square - 8 souls
15th square - 10 souls
16th square - 12 souls
17th square - 14 souls
18th square - 16 souls
19th square - 18 souls
20th square - 20 souls

How much playtesting has this gone through? Do you still need help with playtesting? Are you considering doing the same for other enemies we're getting in Wave 2 and Wave 3 - Darkroot, SG's. Calculations shouldn't be a issue I imagine... just make a list of enemies and how much each of them adds to the soul pool.

NG+ looks very cool and well thought out. I agree that going to New game + will be too easy even if you increase enemies health/damage. Beacuse of that, I like the changes to equipment, stats. Not sure about the Endurance bar yet though... going to be a pain to keep track of that, I think.

Been thinking about starting my work on Quests and Covenants. Will most likely use your NG+ idea and implementing it into quests lines - I hope you don't mind be borrowing some of your ideas 😉

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13 hours ago, Dizn said:

How much playtesting has this gone through? Do you still need help with playtesting? Are you considering doing the same for other enemies we're getting in Wave 2 and Wave 3 - Darkroot, SG's. Calculations shouldn't be a issue I imagine... just make a list of enemies and how much each of them adds to the soul pool.

NG+ looks very cool and well thought out. I agree that going to New game + will be too easy even if you increase enemies health/damage. Beacuse of that, I like the changes to equipment, stats. Not sure about the Endurance bar yet though... going to be a pain to keep track of that, I think.

Been thinking about starting my work on Quests and Covenants. Will most likely use your NG+ idea and implementing it into quests lines - I hope you don't mind be borrowing some of your ideas 😉

I'll be honest, I haven't had the chance to do any real playtesting with it yet, haven't been able to get my friends together for it. But I have done a couple simulated runs where I just tested 4 players against a boss, and it seems to work pretty well. (For the simulated runs, I pulled some encounter cards for the planned boss, calculated the souls gained from them and bought equipment and levels accordingly, then assumed how much of the party's resources were spent in terms of luck tokens, estus, and abilities, and then just went at the boss.)

I'd appreciate it if someone playtested it for real and told me how it went.

As for the Endurance bar, I don't think it'd be entirely necessary to use, but its there if you feel that you need it, because at NG+6 several boss attacks can deal up to 9 or 10 damage, effectively one-shotting someone on a failed dodge roll, so I needed something to balance that out and make it so that someone like the Assassin can still make a build revolving around dodging, without having to fear getting instantly killed from so many attacks at that level of NG+, otherwise the game would practically require everyone, regardless of class, to wear whatever armor and shield gives them the most defense.

You can borrow any ideas you want from me, I don't mind at all.

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I finally got to do a real run with these rules with a friend last night, it went pretty well the only thing was that I had to come up with a few new rules on the spot to help us out in the beginning, because we chose to do the First Journey campaign, and boy is that a nightmare that I would only ever consider doing again on NG+, 3 encounters and then 2 gargoyles is extremely cruel, even with the new rules we only made it through that first boss fight because of some really lucky (*cough*cheated*cough*) rolls, but it was pretty much smooth sailing after that point, we died once to Titanite Demon and just beat him with the same equipment after making a straight run back to him, and then we manually reset everything once before facing S&O so we could recover or resources, then we made a straight dash to the fog gate and we beat them first try. So the rules worked out well, I'd just now recommend not doing the First Journey first, I even came up with some special rules for that specific campaign to make it more bearable.

New Rules

-<Starting Gift>-
At the start of your first campaign or regular playthrough, each player may choose one of three starting gifts.

 

  1. Ember (start with an ember token on your character)
  2. Soul of a Nameless Soldier (start with 3 souls in the inventory)
  3. Class Equipment (start with a random 1 of the 5 regular class cards for your class in the inventory)

-<First Journey Gargoyles>-
To tone down the absurd difficulty of the Gargoyles in the First Journey campaign, I've come up with these rules. There are also some general rules for the fight because the rulebook doesn't say much other than telling you you have to fight two.

  1. The second Gargoyle spawns on the miniboss node, and has the current behavior deck reshuffled. (heat up card is included as well)
  2. The second Gargoyle starts at the heat up value, instead of full health. (this more closely resembles the game since the second Gargoyle in game has 48% of the health the first one has)
  3. Each player regains all of their stamina once one gargoyle is defeated, player health is left as is.
  4. When facing more than one boss in an encounter, each boss in the encounter will give souls, so for example, the Gargoyles would give a total of 7 souls per player. (this is a general rule for multiple bosses in a single fight)

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