Veet 3 Posted March 20, 2011 OK so we've had some fun and success in heraldifying the lurker and some guardians in the past I want to give final battle a shot. A lot of complaints come from the fact that gearing up for final battle usually makes it pretty easy to the point lots of people don't consider it a win so lets make a few things that will challenge that conception. Heralds and Ancient Ones are fair game. Quote Share this post Link to post Share on other sites
amikezor 11 Posted March 20, 2011 I did my part on this topic : using the alternative endings solve this problem (among others). As I wrote several times, I do not like the final battle nor the 6-seal end where the game stop right in the middle of the action. Anyway, I'd be delighted to read your suggestions guys. Quote Share this post Link to post Share on other sites
Avi_dreader 64 Posted March 20, 2011 Veet said: OK so we've had some fun and success in heraldifying the lurker and some guardians in the past I want to give final battle a shot. A lot of complaints come from the fact that gearing up for final battle usually makes it pretty easy to the point lots of people don't consider it a win so lets make a few things that will challenge that conception. Heralds and Ancient Ones are fair game. Okay. Before the Start of Battle: reduce the green cards to zero +1 for every doom token the ancient one has over 10. Then reduce all investigator's clue tokens to the number of sealed gates divided by 2 (rounded up) +1. Then investigators with blessings must roll a die and discard their blessings on a failure (i.e. half the blessings should disappear during the beginning of final combat). Quote Share this post Link to post Share on other sites