Are There Talisman House Rules For "Epic Level" Play? (Already posted in the other forum, but have not received a response...)

By Mithril2, in Talisman Home Brews

Hello,

I had a question regarding house rules (I already posted this in the other Talisman Forum and have not yet gotten a response, perhaps the question is a better fit for this Forum?):
I'm sure everyone of course knows that DnD 3.0 / 3.5 had the Epic Level Handbook for characters above 20th level, and of course, monsters and weapons could be modified for Epic Level adventures. Has anyone every developed a set of house rules for "Epic Level" Talisman play?
Example: players agreed to play the game for quite a while, using all of the expansions, so that their characters eventually became very powerful. Are there rules to modify the Strength/Craft of the enemies / magical objects, etc.?

Thoughts?

Thanks!

Talisman isn't really built for this. The best you could do is simply start each subsequent game (1, 2, 3, etc.) having all Enemies and other "creatures" gain a a combat bonus equal the number of the game (+1, +2, +3, etc.). But even this will not keep the game from becoming rather boring. Other non-Enemy/Creator cards that challenge a character based on its own Strength and Craft wouldn't be bumped up as well. Even so, the game becomes just a repeat the base game. Characters level up, and so do the challenges, and so on.

There are groups that do play another scenario based in the core game itself. The cost of gaining a Strength or Craft token is incremental, increasing in cost for each one you gain. Different groups have different ways of gauging this. Usually it is the characters current S or C and +1 to gain the next token in either. Then of course there's the argument as to whether or not boosting Followers and Magic Objects should also count against cost. My vote is yes, since they make getting trophies easier.

And that's about it.

If you really want a board game with "leveling" characters, look to Runebound or Dungeoneer.

Very good thoughts on your end! I would agree that it is best to let the game "be what it's meant to be" along those lines.

There is however, another way to "skin this cat": create extremely powerful unique enemies that must be defeated for the game to be won (Demon Princes, Arch Devils, Tiamat, etc.). This would make it impossible to win the game without the characters possessing significant craft / strength / lives.

Thoughts?

Thanks again!

The problem is that "1st level" characters will get their asses handed to them by such Enemies; I have seen them pop up in fan made cards, and those are usually not used by many. The only option is to develop criteria for when and how much of those are added from game to game. It really wouldn't be a lot different (and possibly still easier on average) than using a level modifier for all Enemies and creatures.

Adding tougher enemies from game to game doesn't change the fact that the original enemies already in the core deck will get easier to beat along the way. Even with a graduated leveling system, where S and C get more expensive the more you have, those easier and easier (or automatic) kills will still acelerate the growth of S and C.

NOTE: if you want to try to make things a little more uncertain, even at high/extreme S&C for characters, consider using a 2D6 combat system. For one possibility, go to TalismanIsland.com or FantasticDiversions,blogspot.com and download the "House Rules Pack #1". It has "rules card" for the 2D6 approach with some suggestions for possible auto win/lose as well.

I started making some home-brew boards for epic characters, back in 2nd Ed, all based in the center part of the main board (Mines, Crypt, etc.); and I know that someone made a 3 tier board for the Vampire's Tower (and it looked awesome!). The center is meant to be when things start to get really messed-up and dangerous so it makes more sense that everything in there will kick the stuffing out of a low-lev character and give the epic one a run for their money! You need to tweak a bit, but it's no biggie. I also had the Timescape expansion with was great combined with the Alternative Endings, but the Dragon King and Demon Lord both needed serious make-overs.

Another cool thing to try is if you have two main boards (which I managed to get my hands on because our old game started wearing out along the seams and our parents bought a new copy =D ): Capture the Flag. You designate one board as “Evil” the other as “Good”. Evil characters start on “Evil” board and the Good on the “Good” board and they have to get through the Timescape to the other board and then capture the Crown of Command on the opposing board: and then bring it back to their CoC center to win. All the while the other team tries to stop them.

Thanks to everyone for your valuable input!

calamity_m said:

Another cool thing to try is if you have two main boards (which I managed to get my hands on because our old game started wearing out along the seams and our parents bought a new copy =D ): Capture the Flag. You designate one board as “Evil” the other as “Good”. Evil characters start on “Evil” board and the Good on the “Good” board and they have to get through the Timescape to the other board and then capture the Crown of Command on the opposing board: and then bring it back to their CoC center to win. All the while the other team tries to stop them.

That's crazy cool

calamity_m said:

Another cool thing to try is if you have two main boards (which I managed to get my hands on because our old game started wearing out along the seams and our parents bought a new copy =D ): Capture the Flag. You designate one board as “Evil” the other as “Good”. Evil characters start on “Evil” board and the Good on the “Good” board and they have to get through the Timescape to the other board and then capture the Crown of Command on the opposing board: and then bring it back to their CoC center to win. All the while the other team tries to stop them.

How does changing alignment work?

And what if you do not like Timescape or do not have it?