by Autoduelist
Don't forget the expanded decks that GeckoTh worked on too....↧
Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Re: Traduction de l'EVENT DECK pour CASTLE RAVENLOFT de Ninjadorg
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Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Natural 20 level up
by Tel Prydain
Slightly off topic - we play that you can level-up for 10xp at any time, and a natural 20 is double damage.↧
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Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Re: Castlevania Quest Campaign
by DrShevek
Have there been any updates to this? Looks great.↧
Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: General:: Re: This game can be tough!
by topera
DoomTurtle wrote:
It also helps to be familiar with the event deck, so you can better manage your XP and know which ones are crucial to spend them on.
Try to be familiar with all games mixed into one big stack of surprises:devil::devil:
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Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Re: Castlevania Quest Campaign
by DrShevek
I am not sure how many folks are still playing CR but I just got into it and have been having a blast thanks to Stoodster's rules. I play with my wife, a friend and his girlfriend. The ladies are good sports but they aren't seasoned rpgers, so I even mucked about with Stoodster's rules a bit to make the game fun for all.Basically, I combined the game with WoA and made the following house rules:
1. I used WoA's regular tiles instead of CR's and used the lock doors standard.
2. I combined most of the treasures from CR and WoA then split them into 2 stacks (major items and minor consumables) and came up with some basic encumbrance rules with regards to treasure (3 major and 3 minor treasures max - drop/sell/use one to pick up another). As far as the three major items, the player can have 1 that boosts attack, one that boosts ac and one misc major item (labeled as such on sleeve - attack, ac, misc). Major items are gold sleeved to tell them apart from minor treasures. I am still testing to determine which items I want in and which I want out. I am also rebalancing some of the items (Throwing Shield attack uses up entire move action in my game rather than be a free action, for example).
Also, instead of getting random treasure at the start of the first adventure, each player gets 1000 gold to use on a single Major Treasure of their choice at the start of the campaign (extra gold goes to their inventory). If the adventure is a one-off (not part of a campaign) that needs to move quickly, I just give them 2 random major treasures and they can trade them between eachother before we start. The only way to get major treasure after the start is from Villain kills (drops 1 - party rolls for who gets it) or from the shop in between adventures. Prices for CR items written on the sleeves.
3. I combined the encounters from both game decks to tone done the heavy damage and really punitive stuff while keeping the right ratio of traps and environment cards and avoiding the theme breaking stuff (lava, cave-ins, etc). The total number of encounter cards was kept the same.
4. Everytime any player draws a treasure, I keep a tally (Major Treasures from Villains count as 2 marks). At the end of the adventure, I draw that many WoA money tokens. The party evenly splits the gold value to use on the item shop.
5. Coffins are used in all crypts. Anything that says "monster" (even the Strahd one) results in a single monster being drawn. "Treasure" and "Item" just result in a random minor treasure.
6. Swapped in Cultists to CR and booted the Kobolds to WoA.
7. I use Heroes from WoA but each hero keeps their powers separate (fighter from CR can't use WoA's fighter's powers).
I modified Stoodster's encounter rules slightly to keep the game pace going. First, no "special tile" encounters unless they are written into the adventure. This would slow down the game too much if I had to stop too often to read that stuff. Second, I removed the "3 Monsters" tokens from the monster stack (too spikey of an increase in difficulty left up to chance).
I made a few small changes to the leveling rules as well. I am not sure how they will work out later but they work well up to the mid levels.
I have tested it a few times and it seems fun so far. I even tried a couple standard CR adventures and tweaked them a bit (doubling tiles used, increasing the counter on timed quests, etc) and it worked out well with the adventures I've tried.
I am still tweaking the difficulty. I want to make it slightly more challenging and work in more of the conditions from WoA. So, I am doing stuff like changing the Spider's bite to 1 damage + poison. I am also changing the skeleton's slash to be a shield charge that dazes. I like modifying the difficulty via the monsters rather than by adding in cheap encounters since the player has more agency in dealing with the monsters.
Anywho, thanks again to Stoodster. Its a brilliant idea to pull two tiles and no encounters when exploring. The only negative is how quickly the table fills up with tiles. I am looking for ways to maximize table space and more efficiently place player cards/hp, etc.
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Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Movement after placing a tile
by quidom
Likely not to be seen so late in the thread but a question regarding this:If the tile and monster placement happens during the exploration phase then the monster always attacks first as it attacks during the very next phase and before you get to move or attack. Doesn't seem right after reading some of the descriptions of abilities and such.
How can you ever avoid being hit?
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Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Movement after placing a tile
by xris
quidom wrote:
Doesn't seem right after reading some of the descriptions of abilities and such.
What doesn't seem right? Could you give an example.
quidom wrote:
How can you ever avoid being hit?
In general you can't. While I'm sure there are some exceptions, the balance of the game is such that the monsters require this "free" attack otherwise the game will be too easy for the heroes.
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Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Movement after placing a tile
by quidom
Wow...that was quick!I guess it is mostly the monster attacks that seem strange given the condition of their spawn. An example would be the gargoyle: if it is within one tile of a hero it moves to that tile and attacks. Since it gets to attack as soon as it spawns there is always a hero within its range and, from what I've seen with the heroes I've played, there is no way to get two tiles away from where you start. Granted, I have only played two games so far but with the monsters always right there I guess it didn't make sense that they always attacked first. Perhaps it is just the expectation I had going in.
But, while I have you "on the line" so to speak, if there are two players do they each separately go through the three phases and not together as in one player moves/attacks then the other followed by each one exploring in turn, etc? It reads that way but I wasn't sure, since it is cooperative, that each player is independent of the other.
Thanks for taking the time to answer my questions!
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Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Movement after placing a tile
by xris
quidom wrote:
I guess it is mostly the monster attacks that seem strange given the condition of their spawn. An example would be the gargoyle: if it is within one tile of a hero it moves to that tile and attacks. Since it gets to attack as soon as it spawns there is always a hero within its range and, from what I've seen with the heroes I've played, there is no way to get two tiles away from where you start. Granted, I have only played two games so far but with the monsters always right there I guess it didn't make sense that they always attacked first. Perhaps it is just the expectation I had going in.
Well, to be fair, this isn't trying to be a RPG or a realistic tactical combat game. The movement and attack rules are an abstraction, the tiles are an abstraction, they aren't meant to really represent a 20 foot by 20 foot room.
Don't forget that diagonally adjacent tiles are two tiles away so it's possible to make use of this when trying to get away from creatures such as the gargoyle.
As I mentioned, the monsters need to be able to attack when they appear otherwise the game becomes far too easy. That's why some monsters have an auto hit (i.e. they still damage on a miss), they are there to add tension and give some focus on what monster needed to be removed ASAP.
Don't forget, the game isn't really that long. You only need to explore 9 to 12 times, so the game can be over in 9 turns (or at least the objective can be revealed in that time), this means each hero might only get attacked 2 or 3 times. The heroes have higher number of HP and they have healing surges so it's all a question of balance.
If you are finding your early games difficult, then try adding more healing surges to the game.
quidom wrote:
But, while I have you "on the line" so to speak, if there are two players do they each separately go through the three phases and not together as in one player moves/attacks then the other followed by each one exploring in turn, etc? It reads that way but I wasn't sure, since it is cooperative, that each player is independent of the other.
Player 1 completes his Hero Phase, his Exploration Phase and then his Villain Phase. During this time player 2 does nothing (except maybe get attacked by monsters).
Once player 1 has finished, then it is player 2's turn. Player 2 completes his Hero Phase, his Exploration Phase and then his Villain Phase. During this time player 1 does nothing as such.
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Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Movement after placing a tile
quidom wrote:
How can you ever avoid being hit?
With a high AC and rolling low for the monster's attack. Also, by using the monster's AI to hit the OTHER players. Not that they'll like that tactic.
In Dungeons & Dragons: The Legend of Drizzt Board Game there are "stances" that let you defend and/or attack on the monster's turn. But that doesn't help you with CR.
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Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Movement after placing a tile
by quidom
Again, thanks for the help Chris. I just need to get some time with the game to become more familiar with the mechanics so I can play it better. It looks to be a really fun game.↧
Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Re: suite de la nouvelle traduction pour CASTLE RAVENLOFT : Pouvoirs
by arcaril
non,je joue avec les fonds de cartes en anglais...
c'est plus gentil pour mon imprimante !
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Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Re: Traduction de l'EVENT DECK pour CASTLE RAVENLOFT de Ninjadorg
by arcaril
great work from Gecko guy !but i won't work on them... I've got enough cards to play with (Some of the cards available on this page are brand new and so just for french players ;) unless someone want to translate them :) )
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Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Re: suite de la nouvelle traduction pour CASTLE RAVENLOFT : cartes Monstres
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New Image for Dungeons & Dragons: Castle Ravenloft Board Game
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New Image for Dungeons & Dragons: Castle Ravenloft Board Game
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File: Dungeons & Dragons: Castle Ravenloft Board Game:: The silence of the Lambs adventure
by jiffster
New File: The silence of the Lambs adventure for Board Game: Dungeons & Dragons: Castle Ravenloft Board Game↧
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File: Dungeons & Dragons: Castle Ravenloft Board Game:: Jiffs treasure cards
by jiffster
New File: Jiffs treasure cards for Board Game: Dungeons & Dragons: Castle Ravenloft Board Game↧
File: Dungeons & Dragons: Castle Ravenloft Board Game:: Jiff's undead Monster cards
by jiffster
New File: Jiff's undead Monster cards for Board Game: Dungeons & Dragons: Castle Ravenloft Board Game↧
Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: General:: Re: This game can be tough!
by jiffster
Tel Prydain wrote:
Ravenloft is harder just because the encounter deck is HORRIBLE compared to the other two. But they're also themed well, and really make you feel like you're facing down a god-like power.
This combined with some of the treasures are pretty poor especially compared to woa where some of the treasures are a bit op by comparison frankly.
I have copies of some of the aschardalon treasures and some custom ones, along with some custom events that dilute the nastier vanilla ones. And custom monsters.
found we have a nice balance now, using 2 surges we prob win 80% of the time.
To start with using just the box components it was a bit hard, we had prob a 40% win chance. After a few games we learnt the system, things like keeping a wraith on a separate tile, getting everyone to know their roles so the fighter is taking hits not the wizard.
Also learning to share treasure! Don't hog the magic sword Immeril give it to Arjhan!
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