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RiCHiE said:
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.
That does sound a bit overpowered.
RiCHiE said:
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"
I don't like the sound of THAT expansion.
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RiCHiE said:
Thanks for the input, though after some discussions off board with two other players (one who also does some game design), what you presented concerning the Dwarf and Troll was exactly what we came up - in theory and then in play. We chose those same two characters in one game as examples of Fate extremes.
We don't (yet) have a revised edition or an upgrade to my standard 4th, but we faked in Fate with details acquired from FFG online articles and Fate stats reported on the forums. A flawed approach perhaps, but it was all we could do while we wait. The Dwarf pretty much walked over other characters (without a Runesword), though I'm not sure how much was do to Fate. The dwarf was able to do more re-rolling early on than most other characters played. There was advantage in this that gave the dwarf an early lead on beefing up.
As to Fate providing a sense of control versus the game's randomness, this was limited. It is still about mechanics, and for a board game, that's not necessarily negative. Overall, the only thing Fate really accomplished (besides some early signs of imbalance between characters) was a minor speed up of initial game play - for some characters. Such were kept from being easily trounced by powerful Enemies drawn early from the Adventure deck. A few times such nasty surprises were defeated on a re-roll (or a draw occured), 50% of the time by the Dwarf. The Dwarf and Troll spent less time running to get new lives (for the Troll it was his starting Lives that did this). In one game, the Dwarf whacked a Dragon on his fifth turn (with a re-roll) and bumped a Strength point instantly. And the Troll got his butt kicked by a Ghost (C 4) after having used up its one Fate point.
Even the speed factor in characters taking first steps toward beefing up wasn't much of a pay-off and not necessarily a desired one. People have differing opinions and legitimate arguments as to whether the game should be easier or remain a risky challange at the start. Late in the games, it seemed like Fate re-rolls were hardly ever used (or needed). By then, the Dwarf's early lead was maintained and hard to catch for others.
More play is needed, of course, but overall, Fate remains a mixed bag. If there are other plans for it, some of those should have been (should be) implemented in the revised editon or the upgrade to see a few possibilities. My original concern and skepticism over Fate remains and begins to solidify.
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Sometimes the smalest changes has the most impact.
A very easy but sublte change to fate, will nerf it significantly.
Using fate: Roll 2 dices and keep one roll.
This rule/wording change will still fullfill fates purpose, helping you from death in ealy game.give you more controll. But in cases wher you can become a toad on a roll of 1 on a 1D6, it wont be such easy decision to use fate.
What do people think? Do fate need an erata?
The rules would then be:
FATE
Fate is a measure of a character’s luck and fortune.
Before any die roll, a player may pay one fate token
(returning it to the stockpile) to roll 2 dices and keep 1
dice roll (usually the most favaroble) under the following
circumstances:
1. Rolling a die for his character’s movement.
2. Rolling a die to determine his character’s attack roll.
3. Rolling a die due to the instructions on a card or board space.
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I also playtested the new fate rule... broken. All in all I experienced the same results as mentioned previously from JCHendee & RiCHiE. You can also get a massive fate boost by getting and additional 2 fate at the temple. As you now have a 75% of goodies from the enchantress with fate, and only an 1 in 36 chance of becoming a toad, it offers a lot of boons. Veing able to re-roll one dice (holding the best one) is better than having to re-roll both!
The only positives I could find out of it was it that it did seem fair for movement rolls, and that it was also good for re-rolling for the command spell - that really speeds the finishing game off.
I think that Bajan's suggestion is a good one: its nice and simple, and does completley nerf it. I would use it when rolling for the command spell over and over and receive some benefit from it, and in movement when the fountain and stream comes up. Richies suggestions of disallowing it to be a toad is not enough I think.
Im not cool enough for a signature
You guys are aware that all playtesting in the world won't do until we get to see how exactly the revised edition works? I mean, the only reliable characters to do it with are the Prophetess, the Druid and the Troll, since they're provided here: http://new.fantasyflightgames.com/edge_news.asp?eidn=243 Even then, revised Adventure and Spell cards cannot be taken into consideration until someone's upgrade pack and/or revised edition actually arrives...
I thank you for your time
Lord Gorthuar de Veris
Cult of Nagash
Hey Gorthuar,
Yeah without fully implementing the changes it would work a bit differently, but I do remember Elliot saying that there were no changes to the Adventure or Spell cards. So if you use the newly updated cards from FFG below, the translations from a German version of the game and the space updates at this link HERE, you should be able to get a rather fair representation.



Wizard
Strength: 2 Craft: 5 Fate: 3 Lives: 4
Alignment: Evil Start: Graveyard/Cemetery
Assassin
Strength: 3 Craft: 3 Fate: 3 Lives: 4
Alignment: Evil Start: City
Ghoul
Stength: 2 Craft: 4 Fate: 4 Lives: 4
Alignment: Evil Start: Graveyard/Cemetery
Elf
Stength: 3 Craft: 4 Fate: 3 Lives: 4
Alignment: Good Start: Forest
Thief
Strength: 3 Craft: 3 Fate: 2 Lives: 4
Alignment: Neutral Start: City
Monk
Strength: 2 Craft: 3 Fate: 4 Lives: 4
Alignment: Good Start: Village
Dwarf
Strength: 3 Craft: 3 Fate: 5 Lives: 5
Alignment: Neutral Start: Crags
Warrior
Strength: 4 Craft: 2 Fate: 1 Lives: 5
Alignment: Neutral Start: Tavern
Minstrel
Strength: 2 Craft: 4 Fate: 5 Lives: 4
Alignment: Good Start: Tavern
Thanks to Bludgeon and BatherFodder from the old forums for these translations, and I warn that they are a little rough and subject to interpretation. Although all the translated Abilities seem to be identical to the previous BI Errata Fixed versions, so that should be pretty much perfect, taking into account only for the changed, Strength, Craft, Fate and Lives if any.
If anyone wants to give them a try, it would be nice to see!
Thanks,
Sub
Snake Loaf™ | Your worst enemies stab you in the back, but your best friends stab you in the front. - Oscar Wilde
We didn't play with the new character descriptions, but with new location descriptionsand fate points...
Althought there are some differences, I don;t think it would have changed the game much, ecept made the druid even more powerful!
With a fate of 4 plus the ability to get full amount of spells in a woods space and being able to be evil, the druid looks a lot more powerful!
Thanks for the postings, SubElement :)
You're most welcome!
I agree though, that new Druid ability is pretty darn hot!
Snake Loaf™ | Your worst enemies stab you in the back, but your best friends stab you in the front. - Oscar Wilde
SubElement said:
I do remember Elliot saying that there were no changes to the Adventure or Spell cards.
Cool, didn't know that. The upgrade pack *does* contain quite a lot of new cards, but I guess they're just reprinted to correct errors rather then apply changes.
So, in essence, FFG has provided all the means to play updated Talisman without even buying the upgrade pack? Of course it won't be as aestethically pleasing as with the pack, but I still find it a bizzare practice. Won't the owners of BI's edition just use the freebies en masse, instead of upgrading?
Where did the Germans get the new character rules, btw?
SubElement said:
If anyone wants to give them a try, it would be nice to see!
If I manage to force it upon my friends in the near future, you'll sure hear about it :)
Anyway, from the looks of it, Fate indeed needs a nerf. Like reducing the amount certain over-the-top characters get... Will try RAW first, but I'll probably end up reducing everyone's (except for the Troll and the Warrior, and *maybe* the Prophetess and the Thief) Fate by 1.
I thank you for your time
Lord Gorthuar de Veris
Cult of Nagash
Gorthuar said:
Cool, didn't know that. The upgrade pack *does* contain quite a lot of new cards, but I guess they're just reprinted to correct errors rather then apply changes.
So, in essence, FFG has provided all the means to play updated Talisman without even buying the upgrade pack? Of course it won't be as aestethically pleasing as with the pack, but I still find it a bizzare practice. Won't the owners of BI's edition just use the freebies en masse, instead of upgrading?
Where did the Germans get the new character rules, btw?
Don't quote me, but I do remember him saying something of the sort, obviously excluding the many error corrections and possibly rewording the cards would have recieved.
Also, yes, I guess technically they have provided it all? It's up to you I suppose if you want to take advantage of that, but i'm sure most would rather AT LEAST get the upgrade pack.
Snake Loaf™ | Your worst enemies stab you in the back, but your best friends stab you in the front. - Oscar Wilde
Having played Talisman since the 2nd edition, I have to say that I am not excited about the Fate rules. I agree with the others who state that it eliminates too much risk. The element of danger scales down as you progress through the game since, by the time you can even make it past the Portal of Power, Pit Fiends and Werewolves are no real challenge at all ( I really miss the Dragon King and Demon Lord in newer additions). The only things that can even slow a character down in the Inner Region are the Mines, Crypts and Dicing With Death. The Fate rule eliminates even these modest challenges.
SubElement said:
Don't quote me,
Just did.
SubElement said: but I do remember him saying something of the sort, obviously excluding the many error corrections and possibly rewording the cards would have recieved. Also, yes, I guess technically they have provided it all? It's up to you I suppose if you want to take advantage of that, but i'm sure most would rather AT LEAST get the upgrade pack.
Don't forget the new look cards that will be compatable with the future expansions etc, it is cheaper spending the $30 AU on the upgrad pack rather than doing a scan and print of the old BI cards.
Im not cool enough for a signature
Gorthuar said:
You guys are aware that all playtesting in the world won't do until we get to see how exactly the revised edition works?
No kidding.
Not to mention that it's been made extremely clear by the design team that fate will play an increased role in the Reaper expansion, which no one has even seen yet. Those fate tokens are two-sided for a reason, guys; read the articles.
What a disappointing thread ... so much angst over a much-needed change to a stale 25-year-old game design. Also an unwelcome reminder that Talisman the game is a lot of fun, while many Talisman players are professional whiners.
Final point: FFG has a long history of acquiring new properties and re-releasing them, and those games always include additions and alterations ... see Fury of Dracula, Arkham Horror, Britannia, Cosmic Encounter, etc. for examples. Among the very good reasons for doing so is the effort to introduce totally new players to the game. Talisman is not just being re-released for you.
Don't forget that those translations from the German version may not be strictly accurate seeing as they've been translated from English to German and back into English. There are some that are definitely not quite right....
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TheDukester said:
Gorthuar said:
You guys are aware that all playtesting in the world won't do until we get to see how exactly the revised edition works?
No kidding.
Not to mention that it's been made extremely clear by the design team that fate will play an increased role in the Reaper expansion, which no one has even seen yet. Those fate tokens are two-sided for a reason, guys; read the articles.
What a disappointing thread ... so much angst over a much-needed change to a stale 25-year-old game design. Also an unwelcome reminder that Talisman the game is a lot of fun, while many Talisman players are professional whiners.
Final point: FFG has a long history of acquiring new properties and re-releasing them, and those games always include additions and alterations ... see Fury of Dracula, Arkham Horror, Britannia, Cosmic Encounter, etc. for examples. Among the very good reasons for doing so is the effort to introduce totally new players to the game. Talisman is not just being re-released for you.
Man, I couldn't have said it better!
I would expect the level of pessimism on this thread from my jaded gaming group but not from genuineTalisman fans. Isn't the point of releasing a new edition to make improvements? I'm glad that FF made some effort instead of reprintig the same game that I bought 20 years ago like black industry did.
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