Nytmare
2006-11-28, 09:19 AM
Game 1 - Basically 5 hours of stumbling through the rulebook trying to figure out where to look for things.
Game 2 - A little bit smoother, though when we finished, we realized that we had totally overlooked all of the rules about NPCs and drawing three schticks when you levelled up with monster kills.
Game 3 - The first time through actually playing the game correctly. Decided at the end of it to institute the crit/fumble rules and a "you can only gain one level per turn" rule because Roy ended up cleaving his way through all of his schticks about 10 turns into the game. Also toyed around with the idea of scaling the "draw 3 schticks and choose 1" rule to "draw 2 and choose 1" just so that the characters didn't end up so optimized by the time they hit the third floor.
Game 4 - Got into Xykon's Lair and ended up dropping Xykon, Redcloak, and a Goblin Necromancer as the first 3 cards. In the end, we had every creature left in the deck and discard pile thrown into the room (96 cards), and the final Battle Size was 165.
House rules we're adopting: The crit/fumble rule is a definite, nobody likes to see the first guy who pulls ahead wander through an entire level not having to roll a die to kill things.
We're going to do something to slow down the levelling process a bit. Limiting level gains to 1 schtick a turn helped some, but I think that dropping the "draw 3" down to "draw 2" might work better.
We talked about a bunch of possible rules for the Horde problem, and I think the easiest thing would just be to institute a "no more than 20 creatures can fit into a room" rule to prevent this kind of silliness from happening. I know that the chances of it happening are kinda slim, but better safe than sorry.
I forgot about another tweak we tried. We changed Wooziness Gas to "Roll a d12 and flip that many unflipped schticks" just to cut down on the amount of die rolling. We always seemed to get hit with that trap when we had a hundred million schticks.
Overall, I'm definitely happy. I think that, especially compared to the other rpg parody games out there, it's a really good "game", and not just a loose set of rules built around a stack of jokes. The card interactions are webbed nicely together and play off each other well. My only real complaint is that I wish that the rulebook was organized a little bit better.
Game 2 - A little bit smoother, though when we finished, we realized that we had totally overlooked all of the rules about NPCs and drawing three schticks when you levelled up with monster kills.
Game 3 - The first time through actually playing the game correctly. Decided at the end of it to institute the crit/fumble rules and a "you can only gain one level per turn" rule because Roy ended up cleaving his way through all of his schticks about 10 turns into the game. Also toyed around with the idea of scaling the "draw 3 schticks and choose 1" rule to "draw 2 and choose 1" just so that the characters didn't end up so optimized by the time they hit the third floor.
Game 4 - Got into Xykon's Lair and ended up dropping Xykon, Redcloak, and a Goblin Necromancer as the first 3 cards. In the end, we had every creature left in the deck and discard pile thrown into the room (96 cards), and the final Battle Size was 165.
House rules we're adopting: The crit/fumble rule is a definite, nobody likes to see the first guy who pulls ahead wander through an entire level not having to roll a die to kill things.
We're going to do something to slow down the levelling process a bit. Limiting level gains to 1 schtick a turn helped some, but I think that dropping the "draw 3" down to "draw 2" might work better.
We talked about a bunch of possible rules for the Horde problem, and I think the easiest thing would just be to institute a "no more than 20 creatures can fit into a room" rule to prevent this kind of silliness from happening. I know that the chances of it happening are kinda slim, but better safe than sorry.
I forgot about another tweak we tried. We changed Wooziness Gas to "Roll a d12 and flip that many unflipped schticks" just to cut down on the amount of die rolling. We always seemed to get hit with that trap when we had a hundred million schticks.
Overall, I'm definitely happy. I think that, especially compared to the other rpg parody games out there, it's a really good "game", and not just a loose set of rules built around a stack of jokes. The card interactions are webbed nicely together and play off each other well. My only real complaint is that I wish that the rulebook was organized a little bit better.