Kurgan wrote:I thought the rule book recommended Earth spells (for the beginner Elf)?
Right you are! My mistake. It may have been that for one of the quests I decided to swap Earth for Water for the Elf, and stuck with that. I will say the “Water” spells feel more “elfy” to me than the Earth spells.
But even so, it’s still just the same number of spells, so any change should have minimal effect.
That might be your issue there.. many things are "allowed" by the App, but not actually allowed within the quest books that it is based upon. You may not have known that of course. The App is on the honor system first off, and second it lets you (mostly) use all the perks from every expansions anywhere you are... except in a few select places (it doesn't let you use mercenaries or animal companions all of the places you COULD use them according to what the books/PDFs say... and some of the First Light perks only work inside First Light, Alchemy only works in ROTDM despite Doug suggesting it could be used anywhere Zargpm wishes).
I realized you could “cheat” the App if you wanted to right off the bat, by simply claiming roll results you didn’t actually roll, or even doubling up on actions. I did very quickly adopt the “Heroes move 8 if no monsters” approach, or if all the rooms had been cleared, I would simply take each hero as many squares as it took to return to the staircase/exit door. If there’s no opposition, there’s really no point in not just declaring the exit accomplished (the App did do that for at least one quest). (In the app, I suspect one could just claim to have and use a Ring of Return for a quick exit in some quests.)
Yeah the rules say to shuffle the treasure deck before every search. Different people have different notions of what "shuffling" means of course and the rules never specify beyond that you're supposed to do it before each treasure search that calls for a draw.
Quirk of my own, as I know that cards require far more shuffling to achieve apparent randomness than most people think (for a deck of 52 cards, shuffling 11-15 times is the recommended amount to break an existing pattern in the deck). Granted, the Treasure deck is only 24 cards, but that’s still probably 7-9 shuffle throughs to break a pattern. Most people probably max at 3, regardless of deck size, or do that ridiculous “slap cut” pattern that doesn’t randomize anything.
So to speed things up, I only shuffle if a WM or hazard card was drawn on the previous search.
While KK, ROTWL are not exactly easy, I can't speak for PoT (or SQT). But the rest of the quests you'll find in the app (other than the solos) are quite challenging (unless you are using heroes who have saved up a lot of potions or gold to buy potions that is).
PoT is a mixed bag. Honestly, I found some of the quests a little railroady and even boring. Others were quite brutal and challenging, or even clever. The plot, however, was a tad confusing. I confess, I’m not fond of adventures where a player’s agency is taken away from him and his character just becomes a pawn controlled but he GM. Playing solo, that was fine. Playing with a group, I know many people would complain— and I wouldn’t blame them.
Allowing free hero order every round is in advantage for the heroes, as you can maximize your movement. By default this was never allowed except where it was introduced in JoD (a particularly challenging quest pack).
I think I actually read of it as a common house rule practice. Honestly, it seemed more reasonable. To me the table order for initiative thing feels like somebody couldn’t shake off the typical boardgame progression from Monopoly, etc. and allow for tactical considerations, or didn’t think kids would grasp such a thing. Which indicates they didn’t actually play with kids much.
I would say the App has been a cake walk until the last couple of versions (when "attack weak" was added). It's still not as great as having a human Zargon, who will adapt (and adjust) to players who are bored and having too easy of a time. If you have rounds where none of the monsters move, or only one of them attacks you, that's a sign it's still imperfect.
I will say I was pleasantly surprised when the app’s Zargon had monsters move past the Barbarian and Dwarf to go after the Elf and Wizard. “‘Bout time,” was my initial reaction! Now, I definitely plan for that in my maneuvers.
As a side note, I’m very conservative with spells. My Wizard uses very few on a quest, and will have many left over. One thing I’ve noticed is that the app’s monster dice seem to get spell break results at a higher rate than seems likely. But I haven’t kept a record.
Early on, the app didn’t handle certain spells well at all— Pass Through Rock and Veil of Mist were rendered useless, as they would wear off during Zargon’s turn. So the Wizard (acting last) would cast PTR on the Barbarian, Zargon would take his turn, and then the app would erase the spell status from the Barbarian.
Very annoying. Same thing for VoM. This has sense been fixed.
Sometimes special events in quests didn’t function well in the app— a shapechanging monster didn’t change; it just declared it did and then disappeared. I think this has been fixed, as First Light deals a lot with this sort of thing, and it works fine in the app. (What didn’t work well were some sequences where the players controlled monsters as combat henchmen— very buggy and unclear how to do it, or if the heroes got to move as well. I’m still not certain I did it right.)
Well, as I said, I shall soldier on!