What do you think ? will ffg make a larger campaign with act 3 & 4 ?
anybody made homebrew 3 & 4 act ?
Edited by magicrealmWhat do you think ? will ffg make a larger campaign with act 3 & 4 ?
anybody made homebrew 3 & 4 act ?
Edited by magicrealmWhile it's certainly possible, I think it's really unlikely as they would at least need to do a re-print of all monster cards with Act III / Act IV stats, and that would only apply to anyone who has those monsters. (They don't like making products that require other products that aren't the base game.)
Check out boardgamegeek.com and see if anyone over there has done something with it, though. It's a fairly common request (because a number of people want this to be their RPG replacement). Unfortunately to get a full Act III/IV campaign running, you'd also need full shop item decks (which aren't so easy to homebrew).
have been done on bgg somewhere.
but i never found something interresting, though
I believe its possible for them to do an Act 3 and create new monsters strictly for that Act. Maybe they could allow the use of Act 2 monsters with the new Act 3 ones to balance it out. I'm sure if they wanted to something could be produced that would work.
I'm sure if they wanted to something could be produced that would work.
Everything's possible, it's just a matter of whether it could be done elegantly within the confines of the current rule-set and without producing a lot of wasted product (bits that only apply to people who have bought specific expansions).
it's theoretically possible, but would be rather difficult to balance. You'd need to print new act 3 and 4 gear and monsters, but the real difficulty would be experience points and stat totals. Consider: You've just started act 3. Monsters are rolling 4 or more dice per attack against you, and your character has a maximum hp total of 8. You might just get one shot regularly, even with act 2 armor. Further, you've already got 8 or more experience points, which means you probably have most of the good abilities from your skill deck. The synergy of some of these gets fairly ridiculous.
It's just scaling difficulty really, and while it's possible, the design would make such an attempt play out fairly stupidly.
Most likely Act 3&4 will never happen becouse that would need to reprint oll cards for monsters + more advance cards for each Hero class to keep a balance. If You want a longer campain I would rather suggest to play with more rumour cards that would bring more side quests into campain. Maybe even make out of Lair of the Wyrm and Trollfens side campains and play all rumour cards from them durning Your campain. This will make the game a lot longer.
Cheers
Here's an idea that may be a small consolation for everyone, who would like to have additional acts:
Keep playing!
Here's what I have in mind. After playing a normal campaign, add a mini campaign to it:
"Rules":
Since Heroes will probably not have the best Act II gear after the first finale, there is still a chance to draw better items and improve your stats, which should be enough to keep Hero players interested. On the other side, the OL player will also get better OL and plot cards, which should also be enough to keep him interested.
I think this variant is the closest and simplest solution for everyone to add an additional act.
Tell me what you think and have fun
Edited by aniedrigIt's certainly a viable option, except that once the heroes reach 15 XP, they have no further use for experience.
1) Well, the mini campain has only 4 quests.
That makes 13 quests, which will give you 12 XP:
9 quests / 9 XP in the main campain + 4 quests / 3 XP in the mini campaign (- 1 XP since you don't get any XP after the last quest).
Thus the Heroes should only ever aquire 12 XP, if I didn't miss something. You could theoretically even add one more mini campaign.
2) You could also say that there are no more XP for Heroes after the big campaign finale. In RPGs like WoW or Diablo, once you have reached the maximum level, you are only hunting for better items. That would be the "end game". If you should play this way, I would recommend that the OL still receives XP though, since it is the only option for him to get better, whereas the Heroes will acquire better loot and max out their carrying capacity.
3) Furthermore, you could allow Heroes to gain +1 HP xor +1 Stamina xor +1 Movement etc. for each XP. Be creative
I don't think FFG will release ACT III or even Act IV any time soon, for already mentioned reasons. Thus, my suggestion is by far the most simple one anyone can realize at home without much effort.
Edited by aniedrigI have no reason to suspect there will ever be an official Act 3 or 4- and your idea is not a bad one by any means. I was pointing it out because there are multiple Act 2 quests in the Shadow Rune that grant an extra XP to the heroes if they win (The Blood of Heroes, the Twin Idols, The Wyrm Turns.)
Yeah ok, I didn't look it up. I remembered something like that, but I thought it mostly concerned the OL, whereas Heroes would mostly receive additional gold. Nevertheless, points 2) and 3) are still valid.
If you should do something like point 3), i.e. allow Heroes to gain +1 HP xor +1 Stamina xor +1 Movement etc. for each XP, then you must not forget to give the OL some bonuses, too. If you posses the first edition, Heroes could also spend a certain amount of XP to add an additional black power die to their attack pool. That would be cool. There are thousands of easy-to-implement possibilities.
Personally, I guess a combination of point 2) and 3) would be best. Should Heroes ever reach their max level, they could spend them on other things like suggested above. For the OL there shouldn't be a problem, since there are more than enough cards to gain. He could theoretically replace his entire Basic deck with stronger cards. Also, the plot cards give more than enough room to level up.
I think a better way to go about it is rather than having high XP, slow the rate of gain down for heroes.
Here is one possible setup.
Intro/interlude give heroes 1 XP. All others give 0.5.
For base game play intro, and play 4 regular act1 quest + 1 trollfens + 1 LoW.
Total XP going in to interlude is 4.
Then play interlude 4 ACT2 quests + trollfens + LoW
to help compensate for excessing hero goes the OL gets full XP.
Total going into final ignoring possible bonus XP is 8 for heroes and 14 for OL.
Also if you have just one mini expansion play 5 regular quests and one mini quest.
I guess, if this thread was all about playing longer, your suggestion would be ok. But this thread was started with the wish for Heroes and the OL to become even stronger and better after Act II. If you just cut down the XP gained, there would be nothing new or interesting. In fact, you'd be doing the exact opposite, namely make the Heroes weaker. On top of that, it would be questionable, if the Heroes could even manage the big campaign finale, if they don't get the XP they are supposed to get by design of the game.
I would not tamper with the stuff that is already good, i.e. the basic campaign. Adding stuff and balancing that additional stuff seems simpler.
(And a personal note: I don't really like the rumor cards. I never use them. I find them too fiddly and they don't go well with the spirit of streamlining the game imo.)
I think it is much nicer to play a complete mini campaign afterwards instead of including those quests into the big campaign, because I find it to be more thematic. The big campaign has a certain story it tells. Interrupting it with rumor quests seems to disturb the story telling imo. Playing the whole mini campaign after the big campaign will 1. not disturb the story of the big campaign, 2. allow you to experience the whole story of the mini campaign, instead of just pieces, in one nice flow and 3. it is closer to feeling like a third Act.
Edited by aniedrigOn top of that, it would be questionable, if the Heroes could even manage the big campaign finale, if they don't get the XP they are supposed to get by design of the game.
But that's at the root of the issue, just flipped. The OL currently is not equipped to deal with heroes growing beyond the normal limits reached in the campaign, because the game isn't designed to go farther.
1) He does have more ways to level up. So it is Act II gear vs better OL and plot cards.
and 2) I suggested to grant the OL 1 additional open monster group, should it be too easy for the Heroes.
It should be fairly balanced in the end, since everyone only has access to Act II stuff. It's not like the Heroes will reach unlimited power. After all they cannot carry more than they are allowed to. They will only be able to gather better Act II gear.
I would probably let the heroes choose another class and let them keep leveling. Not sure what i'd do with the overlord. They can keep buying cards of course. You'd probably need to increase the number of cards drawn and hand size too so they have more options available to them like the heroes. You'd also have to balance it on the number of heroes playing in some way. I'd need to break out a pen and paper to do the balancing math to make it correct.
Dual classing would be amazing for the heroes ... not to amazing for the OL
Dual classing would be amazing for the heroes ... not to amazing for the OL
It wouldn't be THAT good, since it wouldn't give you access to more actions and you'd still be just as limited by your stats, but it's still a buff.
Dual classing would be amazing for the heroes ... not to amazing for the OL
It wouldn't be THAT good, since it wouldn't give you access to more actions and you'd still be just as limited by your stats, but it's still a buff.
Except when you consider things like a Skirmisher Knight, who could combine Oath of Honor, Advance, Dual Strike, and Unrelenting to get 2-3 solid attacks and two movements out of a single action at the cost of some fatigue.