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Talismania2

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Posts posted by Talismania2


  1. We have used a minor variant on missile weapons.

    At the end of your turn you may fire your bow at any non-craft enemy or character adjacent to you.

    Roll combat as normal except if you win you can only take a life or defeat the enemy.  If you lose:

            a)  if you lost against a Character, that Character may move to the square you are on as their move.

            b)  if you lost against an Emeny, at the start of your turn move that card to the square you are on and fight a combat against it.

    It really just meant people were very careful about who they shot at and it was rarely other characters.


  2. Played again last night, 3 player game.  Prophetess, Wizard, Druid.  Prophetess got lucky early and pushed for the CoC, getting there about an hour in.  Druid had the Poltergeist and the Chapel going,

    I (the Wizard) had Fiend Slayer and the Runesword.  When the Prophetess started casting The Command Spell, Druid was a 6 lives and I was at 8.  I had bad stats and no way to get to the CoC any time soon, the Druid was strong enough to get to the Crown, but would likely die trying to get there.

    Another hour later the Druid was still abusing the Poltergeist/Chapel and I had 9 lives due to heal spells and lucky draws with the Fiend Slayer netting me enemies for life with the Runesword.  The Prophetss was ready to pull her hair out and run screaming from the game forever.

    Tonight we are going to play with the following rules: when someone touches the CoC, anyone in the Outer Region is dead.  End of Story.  If you get teleported to the Outer Region, like via the Crypt, you are dead.  Game over.  This stops the Chapel, plus the middle will weed out characters not strong enough for the Crown, but still give players that might have a chance the time they might need to try to get to the CoC before the Command spell kills them.  I'll let you know how it goes.


  3. I've played about 8 games now and 5 of those games resulted in someone sitting on the Crown of Command for over an HOUR before we eventually died, mostly from boredom.  It's gottten to the point that the CoC is being ignored entirely and we are just going to pvp each other to death instead.

    Has anyone tried any house rules to make the CoC matter more?  As soon as you get someone with the Poltergiest or always having a spell and they start cycling through the spell deck, the game stalls to a halt for the character that should have been the winner.

    A few things we are going to try:

    1)  When you cast the command spell and a Character is supposed to lose a life, they lose 1 life for each Talisman you have instead.
    2)  Once someone hits the CoC, you have 10 tuns to get to the Inner Region before you lose the game.  If you are in the Outer or Middle after the 10th turn, your dead.

    Still love the game with a passion, but something has to be done.


  4. Dam said:

    Talismania, as an old fart at Talisman lengua.gif (I too got my start with the 2nd edition), have you played with the Assassin in the R4th yet? I'd be very interested in how you perceive the RAW Assassin (who can Assassinate even cards he just drew).

    So far we are playing with the rules as they are before we start the house ruling, but the Assassin has come up 3 times in 5 games and won each one of them, so he's on the short list :).


  5. I can definitely see where you are coming from.  There is no doubt that movement manipulation makes Talisman a very different game. The Horse was too good and the Horse and Cart was right on the line.  I recently read the Clockwork Owl and that is also way to good.  I'm curious whether anyone thinks the following attempts at movement control negatively affect the game:

    Walking Stick - You may divide your die roll in half (rounding up) for movement if you wish. (1, 2 = 1, 3, 4 = 2, 5, 6 = 3).
    Cloak of Blinking - on a 1, an opponent gets to teleport you to any space in the same region. 2 - 3 - you pick the number, 4 - 6 move as normal.
    Version of 4E horse - roll for movement, then if you wish, roll another D6 and add it to your first roll.
    Boots of the Sage - you may reroll your movement die.  You must accept the 2nd roll.
    The Docks - a new option on The City square - pay 2 gold to take a ship to any space in the same region as your next move.

    As long as the movement device is an object you have a fair chance to lose that item.  As far as I can tell, making anything into a Follower is making it practically immune to loss.


  6. Dam said:

    Talismania said:

    1)  The Warhorse - we house ruled him into having D6 uses before he was killed in the line of duty.  Unlimited use was game-breakingly powerful.  We didn't want to remove him since he could give a Mule (our term for a weak player in the game that was just walking around carrying objects for the more powerful ones for whenever they decided to come take them) a chance to suddenly fight back.  I was hoping FF would have found a fix of some kind, but I would say it's even more powerful now since its a follower instead of an object.

     

    First off, did you note that the Warhorse only adds Craft Value (aka starting Craft), not total like things were back in the 2nd edition (ditto for the Monk)? Second, IIRC, you will lose the Warhorse if you lose a life in battle OR psychic combat.

    Thank you very much for the constructive responses :).

    I'm going to have to read the Warhorse again.  Definitely just adding Craft Value makes it not as stupidly overpowered as it was in 2nd edition.  Still powerful, just not broken.

    I do agree that Movement options should be limited and we argued the point quite a bit at our last session.  But never having an option, especially when someone is doing decidedly better than you are and that movement choice could make it into a good game again instead of a "I'll just walk around the outer region while you go win" can be very frustrating.

    I looked over the Frostmarch list in the post, but just card names don't help much.  Does Toadify really turn someone into a Toad?!  If so the expansion is worth that alone :).

    For now we are going to play the Rules as they stand (other than the Docks) before we start to House Rule.


  7. I've played 2nd edition since 1987.  The game has legendary status amongst my friends and I for all the epic games we've played.

    After playing 4th and loving it, there were a couple of things I was curious what the community thought.

    Keep in mind that I only have the main board and the Reaper expansion at this point so if some of these items change in other expansions I am unaware.

    1)  The Warhorse - we house ruled him into having D6 uses before he was killed in the line of duty.  Unlimited use was game-breakingly powerful.  We didn't want to remove him since he could give a Mule (our term for a weak player in the game that was just walking around carrying objects for the more powerful ones for whenever they decided to come take them) a chance to suddenly fight back.  I was hoping FF would have found a fix of some kind, but I would say it's even more powerful now since its a follower instead of an object.

    2)  Followers are too hard to get rid of - there weren't many ways to get rid of powerful followers your opponent's had in the first place, but it seems that 4th edition has even less (with the Leper being nerfed).  Cycling through the spell deck asap trying to get Mesmerism is still the best chance barring bad luck with Cursed By Hag.

    3) Very little movement modification - I like the Carpet, the 2nd edition Horse was way too powerful (to the point that followers were happily abandoned for the movement of a horse), but the Horse and Cart was pretty balanced and not overly powerful.  A few of us have found it a little rough going entire games with never having the ability to control our movement at all, to the point that we added "The Docks" to the City.  You can visit The Docks and pay 2 gold to take a ship to space in the Outer Region as your next move.

    4)  Cerebus - I don't really get the point of this card.  By the time Characters are strong enough to get to the Portal, Cerebus is a free trade in.  Seems like he should have had "fight him with whatever ability is your weakest."

    5)  Is there somewhere online I can see a spoiler list of the cards available in Frostmarch?  I want to buy it, but my wife is giving me a hard time about the $ I've spent on 4th so far.  She loves the game too, so if I show her the cards and prove to her it was worth getting...

    Sorry for the lengthy first post.  I can't beleive I didn't know 4th edition existed until 3 weeks ago!

     

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