by Daedalus » June 24th, 2015, 10:18 pm
Sure, rolling a die could work, but it will lessen the pressure on the Heroes to speed things along. Drawing an encounter card on Morcar/Zargon's turn whenever there are no monsters on the board has worked well for Sjeng. You could combine the two to lessen the draw: roll a combat die when there aren't any monsters on the board and draw a card if a skull is rolled. I don't know if this frequency would work better or not for you, so it would need playtesting.
I've written a deck of encounter cards that are drawn sort of like 2nd edition Descent. M/Z draws a card every turn. He may have no more cards in his hand at the end of his turn than there are Heroes on the gameboard, so a discard may be necessary. A card may be played when the conditions at the beginning of its text are fufilled.
Most cards are pro Zargon and are played with 1 to 4 other cards as a cost (the effects of the other cards are ignored.) This means it takes more turns to set up a deadlier card. Some cards are pro Hero and are simply played immediately. Other pro-Hero cards must be played with all other cards in Zargon's hand. Such cards are more likely to foil a slow-building hand needed to play a costly but deadlier pro-Zargon card.
As for the Heroes gaining skill cards, maybe you could require a side Quest of some sort to earn one. You could still set side Quests after every 3 regular Quests. A side Quest could be as simple as a drawn Personal Quest Card that details the requirements to gain a skill which is fufilled during regular Quests. A more elaborate approach is to design the side Quest as a solo. If you wanted, you could even make up specific Quest requirements for each skill--remember CP's idea about killing X number of monster Y or foiling Z number of traps in a Quest?
.. UNCLE ZARGON
WANTS.. YOU