lestodante wrote:Oh... and I remember that sad face on the GM when the greates of his creatures is killed without even beeing able to move...![]()
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As a long time EW player I have been there a few times.
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lestodante wrote:Oh... and I remember that sad face on the GM when the greates of his creatures is killed without even beeing able to move...![]()
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DullandRusty wrote:We let bosses defend on white shields...makes things much harder

wallydubbs wrote:DullandRusty wrote:We let bosses defend on white shields...makes things much harder
Ooooooh, I like that idea.
That or 1 black shield blocks all, like in Dark Company.


The Admiral wrote:wallydubbs wrote:DullandRusty wrote:We let bosses defend on white shields...makes things much harder
Ooooooh, I like that idea.
That or 1 black shield blocks all, like in Dark Company.
Aaaaghh! I hated that, and will never play that way again. For me it just ruins the whole working of the skull/shield combat system. White shields is a better way to go in my opinion. It maintains the combat system integrity while boosting a special monster/boss.

wallydubbs wrote:I've been playtesting through Dark Company, giving the Dark Warriors mercenary stats.


wallydubbs wrote:DullandRusty wrote:We let bosses defend on white shields...makes things much harder
Ooooooh, I like that idea.
That or 1 black shield blocks all, like in Dark Company.


Count Mohawk wrote:wallydubbs wrote:DullandRusty wrote:We let bosses defend on white shields...makes things much harder
Ooooooh, I like that idea.
That or 1 black shield blocks all, like in Dark Company.
"One black shield to block all hits" is a very powerful defensive ability and should be used sparingly.
On the other hand, I'm fairly free about upgrading certain 'powerful' monsters, such as 'named' monsters or their bodyguards, to use white shields.
For end-of-Quest-Pack bosses I will even go as far as letting them defend on ALL shields, white AND black!

wallydubbs wrote:I've already given named monsters the ability to open doors


Jalapenotrellis wrote:j_dean80 wrote:Ok 1 bad battle and apparently the game is entirely “flawed”?
Was a luck of the dice, can go either way. The original game system plays out pretty well overall.
You're right. It was one bad battle and frustrating it played out that way. The guy was supposed to be a legend and died from them using treasure attack potions they saved for this purpose.
They were also planning to pass the spirit blade around if needed.
So, in your opinion, no mods are needed, it was just the crappy dice?. . .
to cast at Heroes while.exploiting their protection and his immune-to-all-but-the-Spirit Blade defense.

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