Post by Lynx on Jan 20, 2005 14:55:28 GMT 1
Adds a post form BGG on house-rule suggestions by Michael Hall aka "Goodgulf the Grey"...
Some comments on the proposed house rules:
1: South Rhun as a City - Very reasonable.
2: Modify the Witch King's drawback. This would be great if balanced. Sending the nation he attacks to war would be too good for Shadow as he could wait until Minas Tirith is besieged, maybe he MUST be mustered in a stronghold and a FP nation of choice is moved to war.
3: Modify the Hunt. This is extremely difficult considering the fine balance achieved in play-testing. I think Mordor's randomness is the problem: what about limiting the number of dice that are placed as "Eyes" to the number of companions (just re-roll extra "Eyes")? You would need "mithril coat and sting" for Shelob, and needn't use it to stop a devastating 3 or 4 Eye as 2 would be maximum w Gollum.
4: Encourage Seperation of the level 2 companions. Your idea of free Fellowship phase use of Spec ability is perfect: it gives the FP a stronger advantage in improving his dice economy and might make reducing the "casualty pool" in the Fellowship a stronger option.
5: Since we are discussing improving the Hunt rolls, what about encouraging stopping to heal? Maybe too strong in your proposal, but should be play-tested...
Otherwise I think the Elves should be stronger, as I've proposed elsewhere by adding something of a special Leader ability for Elrond and Galadriel to use Elven rings as a "Power too great" effect.
Another idea would be to say that FP strongholds or cities that are adjacent to each other may warn each other of shadow attacks, so that activation and political track advancement due to Shadow attacks are applied to both. This will make a Shadow attack on Dale/Erebor/Woodland realm more difficult and getting North and Dwarves to war a more frequent thing.
Some comments on the proposed house rules:
1: South Rhun as a City - Very reasonable.
2: Modify the Witch King's drawback. This would be great if balanced. Sending the nation he attacks to war would be too good for Shadow as he could wait until Minas Tirith is besieged, maybe he MUST be mustered in a stronghold and a FP nation of choice is moved to war.
3: Modify the Hunt. This is extremely difficult considering the fine balance achieved in play-testing. I think Mordor's randomness is the problem: what about limiting the number of dice that are placed as "Eyes" to the number of companions (just re-roll extra "Eyes")? You would need "mithril coat and sting" for Shelob, and needn't use it to stop a devastating 3 or 4 Eye as 2 would be maximum w Gollum.
4: Encourage Seperation of the level 2 companions. Your idea of free Fellowship phase use of Spec ability is perfect: it gives the FP a stronger advantage in improving his dice economy and might make reducing the "casualty pool" in the Fellowship a stronger option.
5: Since we are discussing improving the Hunt rolls, what about encouraging stopping to heal? Maybe too strong in your proposal, but should be play-tested...
Otherwise I think the Elves should be stronger, as I've proposed elsewhere by adding something of a special Leader ability for Elrond and Galadriel to use Elven rings as a "Power too great" effect.
Another idea would be to say that FP strongholds or cities that are adjacent to each other may warn each other of shadow attacks, so that activation and political track advancement due to Shadow attacks are applied to both. This will make a Shadow attack on Dale/Erebor/Woodland realm more difficult and getting North and Dwarves to war a more frequent thing.