Jonfreeman wrote:so, my bad for not communicating clearly - but yeah, there's only 1 roll per combat. If the monster survives and is able to counter attack, the hero can only defend using white shields produced during their attack roll.
Okay totally; nah that's pretty much what I assumed. I love it.
I've tried white shields and black for heroes to block counters and I think I like how edge-case the black shields make it feel. I also tried variants where you have to miss to be open to retaliation, and variants where it triggers as long as your target didn't die.
I've also tried a variant where you need at least one black shield to even be able to block counters, but also one white shield per damage, so the black or white alone wouldn't be enough. That made counter-blocks a little less common than the single triggers, which I kind of liked, but it also leaned even more in favor of the bigger weapons. I want a way to give smaller weapons a bonus to countering or parrying. I'll see what triggers for retaliation and blocking retaliation I settle on, and then maybe certain weapons can reroll for these triggers, like the rapier or dagger, etc.
Also, I'm considering a variant where rolling the black shield leaves a hero "open" to a retaliation strike. This would naturally make larger attack dice weapons more unweildly and open to these hits, which might help balance their power, I'll see how that works. It would make ranged weapons more tempting but I'm reworking those too so maybe it will all mesh.
Anyway this idea in general has made the game more dangerous and my heroes can only benefit so much from their positioning tricks when the monsters can hit back. Really cool change to up the speed and danger.