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Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Balancing the encounter deck

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by MandyNeko

When we played adventure #4, we found it so difficult as to be nearly impossible. We decided that the premise (break into the castle at dawn to steal treasure) sounded like a harebrained scheme concocted after a night of heavy drinking and boasting.

The biggest hurdle we faced was that a majority of the treasure cards aren’t treasure at all, but Fortunes and Blessings that don’t count toward the goal. Plus, they never seemed to hit at the right time, or for the right player.

What we did is to separate out all the “item” treasure cards and use those as the treasure deck. We sleeved the rest as well as the encounter cards and shuffled them all together.

Now encounters aren’t guaranteed to be terrible every time (but most still are!), and treasures are actual items. There’s an element of suspense with encounters, since you may get a nice surprise instead of another trap, or poison, or monster swarm.

It makes sense thematically too. When you loot a dead monster, why would you randomly gain 2hp or whatever? You’d get an item.

We also house ruled a few other elements, such as allowing the cleric to heal himself with his special ability (not just another hero on his tile), and had the alarm trap sound once and just summon one additional monster.

This helped us clear adventure #4 not easily, but we were able to do it.

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