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Dieroll 21 12
Dieroll 21 12














My instinct would be to slightly improve the 1-hero starting conditions (or weaken the 2-hero start).Īlso, on the Novice Difficulty, there could be a mulligan skill that would simply reroll all dice. Already there is a mechanism for changing colors, so if there were also a universal mechanism for combining (or otherwise using) low dice, I believe that the game would become essentially impossible to lose on easy difficulty with decent play, regardless of die roll (if it isn't already). The 2-hero game in particular almost always has abusable initial skills where multiple low dice can be poured into a single skill and/or dice can be batted back and forth.

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I think that you missed the mark in your initial post. Sir Valimont - Normally your analysis is very strong. With two heroes, they're each a little more than half as strong as when they're solo, so that's another way of making things a little easier. Paladin gets a skill that lets his partner re-roll all 1's at one moment in each Combat, Rogue gets a similar skill for trap encounters). Have you tried playing with two heroes? Their skills change a little in a team (e.g.

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Have you had a chance to unlock any Talents (Basic, Healing, Combat, Dungeon?), these can give you another way of making the game a bit easier and maybe more enjoyable (they basically let you start the game with a few free skills and bonus health). what skill or potion changes would you make)? What counter examples did you have in mind (i.e. use two 1's for the 2Mag cost of FlameWeave), it looks like the game gives you a lot of options for using low-valued die rolls.

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Considering that every skill where the input is Str or Agi dice lets you use dice of any value (so use 1's and 2's), and considering all skills where the input is Mag dice lets you combine low-value dice (i.e.














Dieroll 21 12