JCHendee said:
It's called not altering the game balance, if you were paying attention. Stronger characters and weaker opponents equals boredom.
But counting cards is only PART of the game balance. Until you know how big of an impact the cards have on the game and how much they help or hurt players you're just looking at numbers that are a small part of the equation for game balance.
Until people actually get a copy of the expansion any estimates on game balance is based on guesswork and should clearly state so.
BTW, stronger opponents and weaker characters equals boredom plus frustration.


Maybe the Dragon Expansion will fix that?

I agree with V. about objects for Neutrals, and there is a way to still make them available to Good and Evil, so that like Good and Evil objects, there is some spread in use. Instead of just Alignment limitation, the Magic Object may have erhaps one or two limited abilities only usable by a Neutral character. The challenge of Alignment in Talisman is that it is built on a singular axis (sort of) instead of two or three, but them it leans to a strict binarism, bipolarism on top of that;. There are actually only two real alignments in Talisman. Neutral is treated as not having an alignment at all... hence why it has no alignment card.
A low strength Basilisk is actually somewhat correct, since they were very small by most accounts of creatures in multiple cultures that reportedly had similar physical and mythological make-up. And hence they often caught their victims by surprise or passed unnoticed. But the accuracy of the death stare thing would depend on which creature lumped into the Basilisk that we are actually talking about. On another tangent, the diversity of mashed up creatures behind the Basilisk and others creatures reference for a Greek and/or Roman origin is actually a good thing... if one is willing to do the real extra work and not just lean on pop culture. With some real research (and hopefully NOT using Wikipedia as if a primary source), lots of spice and variety are out there to be harvested in adding to Talisman's (or any game's) amalgamation of the fantastic.
Giving a low powered enemy a Special Ability (so to speak) as a way of making it more challenging, but doing that as a dominant pattern, or making the abilities too deadly or easily used, is a mistake as an attempted counterbalance. When they are overcome, they are still worth so little as a trophy by the rules. I'm not saying that this imbalance exists in Frostmarch, but it does seem to exist in the new Basilisk. I'm saying that this approach cannot and should not be used as a way to compensate for lowering the median and/or average Strength and Craft of enemies. The value of traded trophies is still lower regardless vs the challenge of those special abilities.
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