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Ah, but you are now assuming each character gains 4 Fate points. This isn't necesserily the case. The Troll, for example, gained just 1 Fate point. Admittedly, it also got 2 extra Life points, but that does not mean other characters will be getting a lot of Fate. I imagine 3 will be the highest starting value, with 2 being the most common.
I thank you for your time
Lord Gorthuar de Veris
Cult of Nagash
Gorthuar said:
Ah, but you are now assuming each character gains 4 Fate points. This isn't necesserily the case. The Troll, for example, gained just 1 Fate point. Admittedly, it also got 2 extra Life points, but that does not mean other characters will be getting a lot of Fate. I imagine 3 will be the highest starting value, with 2 being the most common.
Over Land and in the Firmament doth Chaose marche, and the Beneathe is not free from it..
Gorthuar said:
Ah, but you are now assuming each character gains 4 Fate points. This isn't necesserily the case. The Troll, for example, gained just 1 Fate point. Admittedly, it also got 2 extra Life points, but that does not mean other characters will be getting a lot of Fate. I imagine 3 will be the highest starting value, with 2 being the most common.
Actually:
Druid: 4
Troll: 1
Wizard: 3
Assasin: 3
Elf: 3
Thief: 2
Prophetess: 2
Monk: 4
Dwarf: 5
Warrior: 1
So the highest is 5. Don't get me wrong, I like the fate value, I mean technically the Warrior has this ability built into his character which I have found exceedingly overpowered for a LONG time.
Snake Loaf™ | Your worst enemies stab you in the back, but your best friends stab you in the front. - Oscar Wilde
Dwarf 5 fate, ha ha so we will se a lot of evil dwarfs running around now
Seriously why is avoiding your fate themed to evil, thats strange, I would have likeed it more the other way around. "rituals giving you unlife" While praying gives you fate:P Or bettir still have life to good, fate to neutral, and give magic to evil. That would go much more in line whit marcookian law/chaos ideas that gw has implemented in thier games and which presence is shown in talisman as well since its an early gw game.
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I was another person in the camp not really liking the fate mechanic when I first heard about it. Though, after thinking about it a bit more I don't think it will change the game too much. Think about just how many times you roll a die in a game of Talisman. Only having a few re-rolls out of all of those rolls won't change things too much, especially since using a fate token doesn't necessarily guarantee a better result.
Also, people are making a big deal of re-filling fate at the graveyard, but being able to land on that space itself requires a bit of luck. I guess someone could go out of their way to try and land there by wasting a few turns hanging out close to that location or by wasting fate tokens for more chances to land there, but both of these options mean that the player is wasting time he could be using for other things.
So yeah, I don't think it will change the game as much as people think. I'll wait till I can try it out for a few games before I judge it any further.
I don't like fate at all- it is sompletely broken in my book.
In our games there are few 'breaking points' - points where the most powerful character can be overwhelmed and this will make the cause even harder - even 1 fate point can change the game.
I agree with RiCHiE about the risk factor - players won't think twice or about the reprocusssions if they have a fate point under their belt. Also I do agree that it makes the downfalls of the game memorable - Talisman is not a strategy game.
But not fair to jusge without playtesting.... I am having a game tonight, so I'll try it out with second edition, thanks to all for the fate point postings.
Im not cool enough for a signature
SubElement said:
Actually:
Druid: 4
Troll: 1
Wizard: 3
Assasin: 3
Elf: 3
Thief: 2
Prophetess: 2
Monk: 4
Dwarf: 5
Warrior: 1
So the highest is 5. Don't get me wrong, I like the fate value, I mean technically the Warrior has this ability built into his character which I have found exceedingly overpowered for a LONG time.
Proves me wrong then. Oh well, I still like the options Fate presents :] Plus, I can always tone the numbers down if they proove to high. Better then ditching the whole mechanism, I guess.
I thank you for your time
Lord Gorthuar de Veris
Cult of Nagash
On the issue of getting Fate in the Graveyard (or Lives in the Chapel), sans a spell or some beneficial Event, you still have to get there by a roll of the dice. We are not talking about just making a run for the Chapel or Graveyard, then stopping there if our roll exceeds the needed number to do so. It is still going to be difficult to do it to some degree.
I'm guessing, like the Pool of Life, there wil be an equivalent added to the Adventure deck for Fate. Even that will require one to roll lucky (sans assistance), and only one point will be gain on any visit (to a max pool of 4).
Question: did any one note if Fate at the Graveyard says "gain" or maybe "recover" Fate? I'm wondering if a character's starting Fate operates in same way as Life. It should. "Heal" can only take one to starting quota, and "gain" is required to go above it. One would hope (or am I just wishing) that such a distinction (little as it is) was place on Fate as well.
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The complete new rules for the Graveyard, as found here: http://new.fantasyflightgames.com/edge_news.asp?eidn=267 are: Neutral players may replenish their starting Fate there, by sacrificing 1 gold for each Fate point. Evil players will automatically replenish their starting Fate points or can pray. On 1-4 they'll be ignored, on 5 they'll gain (as opposed to replenish) 1 Fate point, on 6 they'll gain 1 Spell.
It seems people here should check out the Talisman section of FFG's website (as opposed to forums) more often ;)
One thing that seems a bit scary is the alignment-changing Druid with 4 Fate. Will have to see how it works though.
I thank you for your time
Lord Gorthuar de Veris
Cult of Nagash
Personally, fate is one of the main reasons my girlfriend and I are actually going to pick up the game. I'm really glad they added one more thing to think about while running around the board. I'm not looking for a deep eurogame, but after my first play of the 4th edition, I felt like it needed a little more in the ways of decision making. Fate also gives a little more variety to the characters, making each one even more unique
Another aspect of fate that really peaks my interest is the black side. I can not wait to see what that really entails, there is even more to fate than what we already know. Frankly I am completely suprised by the strong resentment towards this addition. Would love to read a session report or two of this new version and see how much of an impact fate really has.
Without signature
Fate will turn out fine. Consider 5 years down the road when there are many expansions to the game. Think about how many rolls one will make in a game with all of these expansions...getting 2-5 extra rolls will NOT be a game changer but certainly could at least give someone a chance to experience a game ruining loss.
Do not let what you cannot do interfer with what you CAN do.
At first hearing about the Fate rule I was not feeling it at all. With all the gameboard and card changes that will be made I'm still not feeling it. But I will buy the game anyways because I would like to play the most current version of the game including expansions. At first I was only going to buy the upgrade pack for the BI edition of the game but the whole fact of the matter is that FFG fully intends to apply the fate rule to every aspect of the game, and further down the line I want to keep confusion out of my Talisman games with mix and match gameboard and cards. I still think that rerolling dies isnt going to change the game the way that FFG intends it to. I have seen players roll horribly all night and extra rolls just don't help they will roll three and under casue they have the wrong kind of juju. I can however see it playing around with a lot of the kick in the pants monents in the game, losing a point here and there, turning to a toad, choosing between fighting a dragon at game start or going to the graveyard and losing a life. That is just how the game was played. I'm sure all of us will house rule fate out or play with it and deal. It's nothing to cry over. Now purchasing a new edition of a game and a couple of months down the line having to purchase it again because even with the "upgrade" pack you still don't get everything you need to fully convert your game, that's worth crying over. BI messed up in the first place by printing such a mistake ridden game, FFG is kind of putting salt in the BI 4th edition owners wounds by changing rules that will effect the game universally leaving buying the game again the only choice for those who really want to be set up properly for expansions down the line.
Any game, no matter what problems it has, can be fixed with purple missiles!
Gorthuar said:
Thanks... that's just wording I was wondering about and should have looked up myself.
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The Talismangler would be rolling in his grave over this "fate". Only the Talismangler should control player's fate.
But seriously, I think the biggest downside will be fewer toads. Then again, think of the poor shlup who rolls the second "1" at the Enchantress (or witch or whatever). THAT will be a toad to remember! Otherwise, I think it will be interesting how it all plays out and to see how FFG incorporates the concept in the future expansions.
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Well we gave it a playtest, and it is very powerful.
(NOTE: I am heavily restraining on writing essays of the games here)
If you have a lot of fate (we played dwarf, troll & warrior for first game without new character stats, just the fate amounts SubElement posted), like the dwarf you own the board. I must admit that luck went the dwarf's way (was trying to get go evil at the mystic, but in the end picked up mesphito), which really allowed him to own the board. Constant visting of the enchantress supplied him with a healthy supply of strength, craft and spells to keep the firepower going. Keeping a couple of fate points in hand the strategy was graveyard->Enchantress to beef up. Even though the warrior killed him in combat on a couple of occasions the dwarf easily won.
Having 1 fate point didn't really make too much difference for the Troll and the warrior, but was consumed in combat rolls for the troll.
Added two house rules: If you turn into a toad fate doesn't apply (eg if you roll a 1 your a toad, you cannot use fate), and you cannot use fate in the inner region (we like to see players get stuck at dice with death and wanted all challenges to still have merit and not get 'fated' away).
Thinking of adding a third that you re-roll ALL dice as the it seemed more advantegous at the Temple to hold one dice and roll the other. After some discussion, we thought we would leave it for the moment.
We played a second game with the druid, warrior and troll again (were going to play wizard but it was getting late), and it was a lot more balanced. In fact it was a ripper of a game with the Druid just falling short of reaching the crown to challenge the warrior.
I wouldn't say we were fans of the rule overall, or it adds any new dimension to the game at this stage, but I am assume it will play its part in "The Raper"
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