
For millions of years, humanity has relied on the humble d20 to resolve every manner of conflict imaginable. No other type of dice roll has the same kind of reliability, randomness, granularity, predictability, and probability as taking a single twenty-sided die, rolling it, and adding some other number to that number. Sometimes you subtract a number, but science has shown us that subtracting a number is actually the same thing as adding a negative number. Also, not adding anything is actually the same as adding zero, which is a number, so don't think you've found a loophole there. There's always adding.
Many companies and creators have come along over the years to harness the great and terrible power of the d20. There are probably as many d20-based games as there are atoms in the universe, but realistically there's no possible way to know that for sure. Anyway here are some d20 games:
In this thread we talk about D&D and all of the other games that are at least kinda like it. It's still mostly D&D discussion but it's all fair game here.
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The box may be huge, but I was reasonably impressed with how functional everything in there is; the 5 gold coins are useless, but there's not a lot of the usual Kickstarter cruft otherwise. They could probably slim it down with generic terrain tiles and smaller dials and so on, but as it is it nicely rides the line between attractive and practical.
That said you will need some kind of storage solution if you don't want to spend half an hour every session sorting it all out. I just went with a trio of Plano boxes for the monster tiles and cards, and that cut things down enormously.
I'm also kind of planning on running two 2p campaigns at once, has anyone tried that and had it go horribly wrong? My worry is just that one party will get to do all the cool stuff and the other party will be sad.
I'm also thinking about ordering that broken token organizer, anyone actually have it? Does it help setup time a lot?
For my solo party, I had a lot of success with Brute and Scoundrel. Brute could soak up damage and deal with multiple lesser monsters, and Scoundrel could do some nasty spike damage to elites / bosses.
I have a solo party and a party with my friends going fairly successfully. Not really a spoiler, it is about generic mission sequencing but just in case:
I'm just thinking about running 2 parties because I'll be playing with two different groups of people- it's fine if neither party ever sees all the content IMO.
Thanks for all the advice! I will definitely pick up the organizer then and avoid the Tinker for the 2p games.
The Brute is mandatory for any group smaller than four, I'd say. You really need the big guy out there soaking up damage.
My solo campaign is Brute/Scoundrel/Tinkerer. All are level 4, but the Brute and Scoundrel are both going to retire quite soon, so I'm looking forward to rolling out two new classes. I bought a bunch of minis from Reaper's Bones line-- Hellhounds, Skeletons, Cultists, Archers-- which really enchance the game, I find, and they won't bankrupt you.
If you have the recent CONAN game you can probably put a decent set of mooks together just from that.
If you're thinking of recovering Reviving Ether, that one is explicitly lost for the rest of the scenario; can't be recovered under any circumstances. Sadly.
I'm slightly worried our Spellweaver is going to be in it for the long haul, because their quest is both expensive and something we haven't actually got access to yet.
Smoke Bomb -> Any good damage single target is often a huge spike and often much overkill, I am enjoying scoundrel very much so. Eagle Eye if it's a boss and between having thinned out my deck with perks and getting bless cards, decent chance of critting on it for 4x damage without spending too much on cards. Also important to avoid the null, guaranteeing the 2x is more important than getting that 4x but I like to open on bosses with it and see what happens so that we don't overkill.
As far as quests go, I went thematic as well.
Scenario #4:
Why that design decision happened:
She's never really played a board game like this so we failed the first scenario a couple of times but now we've got things under control. We're running a brute/mindthief combo and it's working out alright, just finished scenario 3 tonight! I think we've got like 5 places we could go next? I've got the feeling we've got our weekends cut out for us for awhile.
Brute+Cragheart seem really solid together.
Minor Potion of Stamina seems insane.
Looking at Cthulhu's cards-- Dang.
I went back and reread it says "recover discarded" instead of "recover lost". Whoops!
I had been recovering lost cards
Without spoiling, it matters.
Anyway, session report for this week: spoilers for scenarios #3 and #8, a few events, and the Sanctuary donation unlock.
Naturally we immediately entered a pie-eating contest after this, because nothing says cheerful like hurling up a bunch of apple and pastry. At least the audience was impressed. The Sanctuary doesn't discriminate when it comes to donations, though, and gold from fruit-stained hobos is as good as any other. (We unlocked the ability to... donate more gold. But a surer path to prosperity is quite nice).
Didn't take a great deal of thought to agree with the guard telling us that Jekserah is a bit of a dick, and so it was off to her warehouse (#8), which (shock, surprise) was full of the skeletons we've been trying to avoid. Sigh. At least the indoor environment provided plenty of walls and tables for the Cragheart to throw them into. (He might also have stolen a treasure that the Scoundrel stepped into a trap for). He was thoroughly shown up in the final room, at least, when the Brute basically headbutted one of Jekserah's massive bodyguards to death by himself, and a combination of poison and a brutal point-blank flintlock blast mostly dealt with the other. The merchant herself has fled, sadly, but we have plenty of adventure options now between a side quest, the crypts, and the leads she left behind.
(Despite playing on Hard now and with only three players, we pretty much steamrolled both missions. The guards at the camp seemed to just shield/retaliate 90% of the time, and the shamans did regular move-and-attacks apart from a couple of heals. The undead at the warehouse went down real fast, and the Inox Bodyguards had all of about two rounds of actions; the Brute seriously just crushed one by himself with enormous crits after using his fastest move and boots of striding, followed by that "attack X, where X is how much you moved", plus the helmet that adds one damage for faster movement. Still fun, though.)
Strictly single-target damage, which is the only drawback. That single target does not usually last very long, however.
It's good, but it's a loss, it doesn't work on elites, it doesn't work on named specials or bosses, it's melee range. I'm sure once your'e doing level 7 scenarios it reads like "loss: do 15 damage" or something, but "attack 3 range 3 get an experience no loss" is just incredible at all times, and Spare Dagger comes with an attack on the bottom!
My understand is that it will move the minimum number of hexes to perform an attack, so it would stand still and shoot. But I have been wrong about the rules for this game quite a lot!
(More technically, I think it first chooses to focus on the character that requires the fewest number of hexes for it to move to attack without disadvantage; then it performs that minimum number of moves while trying to maximize the number of targets its attacks will hit without disadvantage.)
Word. Especially against the Shield 3 and Shield 4 guys, who are such a pain in the rear end to whittle down while waiting for the x2 damage card to appear.
Slight addendum: they still prioritize their focus, so even if they could hit three other people with their attack, if the only way to do so was to take disadvantage against their focus, they wouldn't.