Kurgan wrote:Regarding "First Quest" options... Yeah, even if you follow it to the letter.. at best "Mentor" can save three heroes from dying permanently (but they might only get 1 BP back since these are 1d6 healing potions, not instant 4's like the EU edition... keep in mind the NA deck includes only THREE potions of healing, while if you recall the EU deck had two) since he can do so after the fact rather than requiring to have the potion... the four heroes still have high percent chance of failing this quest, again and again. Wouldn't mind seeing HispaZargon or anybody else with their own "difficulty calculator" run through it, but I imagine that will back up my suspicion here even though I haven't playtested it myself.
Hi, here are the results I obtain using current version of my HZ-DCM v.1.0 Quest Difficulty Calculation Model, playing all the quests following American rules (higher difficulty per category marked in bold):
TOTAL QUEST DIFFICULTY:
- The Maze: 985 points
- The Trial: 4607 points
- The Beginnings: 3719 points
- Rogar's Hall: 9480 points
TOTAL MONSTERS DIFFICULTY:
- The Maze: 985 points
- The Trial: 4607 points
- The Beginnings: 3009 points
- Rogar's Hall: 9153 points
TOTAL TRAPS DIFFICULTY:
- The Maze: 0 points
- The Trial: 0 points
- The Beginnings: 710 points
- Rogar's Hall: 327 points
MAXIMUM INSTANT MONSTERS DIFFICULTY PLAYING IN THE MOST CONSERVATIVE MODE:
- The Maze: 164 points (1 Orc)
- The Trial: 1139 points (1 Gargoyle + 1 Chaos Warrior + 2 Orcs)
- The Beginnings: 473 points (1 Chaos Warrior + 1 Goblin)
- Rogar's Hall: 1136 points (3 Chaos Warriors)
These are the model results I obtain, but as I always say, the model is already under development, so by now it is only a prototype with limitations (the model does not account yet the heroes' growth in equipment nor rewards they receive like potions, artifacts, etc. nor wandering monsters type except explicitly located in the quest map).
Nevertheless, I clearly see that Rogar's Hall is a too difficult quest for beginners, even if the heroes takes the 3 Healing Potions at the begining since they are the ones from the Treasure deck, which could also be potentially found by the heroes in the other less difficult quests. According to my model, Rogar's Hall quest has similar difficulty level as the less difficult quest from Against the Ogre Horde or Wizards of Morcar/Zargon questpacks which I think is totally crazy.
The Beginnings quest already provides up to 18 BPs by means of several healing potions extra to those 3 included in the Treasure deck so this quest is really easy, I think. Probably a very useful quest if playing with kids of course.
In my humble opinion, I think The Trial is a good quest for beginners from difficulty standpoint. The only problem I see with such quest is it does not teach the players about traps rules and this quest shows too many different monsters and furniture models, which I think could reduce the aesthetical hype once playing the next quests. But, as said, from difficulty point of view I have seen playing The Trial by teenagers with just two heroes since the beggining (Barbarian and Elf) and they both completed the quest fully alive.