by wallydubbs » November 17th, 2018, 8:18 pm
So I've already established that the solo quests were never playtested, upon going though the rest of the quest pack it doesn't seem likely that the rest of it was either.
I've just finished playing through all 10 quests. I've already addressed the solo quests elsewhere but I feel compelled to offer warnings to other players who attempt to play these series of quests with other heroes. It was insanely difficult and I'd like to make several solutions:
I'm not saying it's impossible, although these quests are much more doable with a team that travel together, but an Ogre with 10 body points takes a long time to kill; and the damage an Ogre and Giant Wolf could inflict is quite substantial, even for well equipped heroes. Adjustments certainly need to be made. I would suggest using the Ogre Warrior from Against the Ogre Hoard as the Ogre's attributes. If anyone wishes to play this in a way to give the heroes a fighting chance then you're going to need to tone down the strength of the monsters. I don't think the game makers of this expansion ever took this into account. The Wizard will be endangering the most and will need to stay well away from combat. But since the quests are rather long there aren't enough spells to last throughout the quests, practically negating the wizard; the Genie spell never did more damage then 2BP, so a lot of it came down to luck on dice roll (which doesn't always work out for the heroes). Since there are additional spell cards offered from this quest pack as well as Wizard's of Morcar, giving the Wizard a 4th set of spells would give him more to do in assisting his fellow heroes and even then it may still not seem like enough.
Considering just how difficult it is, it really doesn't seem unreasonable to add a 5th hero (the Female Elf) to the mix. It really wouldn't throw the quests off to get another helpful hero with spells. It might actually make it quite survivable.
Not all heroes work with the greatest sense, and they may have Pass Through Rock, which can save a hero who walks into a trapped room with a falling block trap at the door. So if there's no way to leave the room they're practically stuck there. Occasionally a hero will fall for this (as it also happens in AtOH and WoM, I allow the other heroes to dig him out once the quest is officially complete. These are heroes we're,talking about, it doesn't seem reasonable that they'd give up on one of their own just because a falling block trap is preventing one of them from leaving the room.
Some of these quests are connected Quest 7 - Quest 10, leaving out the possibility of trips to the Armory or Alchemist Shop so occasional healing potions should be added as a treasure (unless the heroes are fully equipped).