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Review of Castle Ravenloft
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<blockquote data-quote="Beginning of the End" data-source="post: 5443737" data-attributes="member: 55271"><p>A few points:</p><p></p><p>(1) The game is actually very tactical, but the tactics are dissimilar from those of 4E. Tactics in the game revolve around tile borders and manipulating monster movement.</p><p></p><p>(2) The wizard is at a hit point disadvantage. Tactically-speaking, he should not be exploring tiles so that he can avoid the monster ambushes.</p><p></p><p>(3) I'm guessing you've only played one or two of the scenarios. Keep playing. Several of the early scenarios probably should have been labeled as introductory, since they only thing they do is introduce you to the basic gameplay. That gameplay is well-balanced, but can get a little bland.</p><p></p><p>Once that gameplay mixes with the more complicated scenarios, however, things get much more interesting.</p><p></p><p>(4) I would tend to agree that the "always-ambush" mechanic is kind of annoying. Particularly in solo and two-player play.</p><p></p><p>Here's a simple variant to try:</p><p></p><p>(a) When a monster appears, make an ambush check for each monster. On a roll of 10+ the monster has ambushed the Hero: The current player draws the monster control card.</p><p></p><p>If a monster hasn't ambushed the PCs, then their monster control card is drawn by the player to the left of the current Hero. (Which means they won't activate until after the next Hero's turn.)</p><p></p><p>(b) If multiple monsters appear simultaneously, make a single ambush check for all of the monsters using the largest XP value among the monsters appearing.</p><p></p><p>(c) On a white tile, draw one monster. On a black tile, draw two monsters. (This is necessary to balance out the fact that the ambush mechanics make the game easier for the heroes.)</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5443737, member: 55271"] A few points: (1) The game is actually very tactical, but the tactics are dissimilar from those of 4E. Tactics in the game revolve around tile borders and manipulating monster movement. (2) The wizard is at a hit point disadvantage. Tactically-speaking, he should not be exploring tiles so that he can avoid the monster ambushes. (3) I'm guessing you've only played one or two of the scenarios. Keep playing. Several of the early scenarios probably should have been labeled as introductory, since they only thing they do is introduce you to the basic gameplay. That gameplay is well-balanced, but can get a little bland. Once that gameplay mixes with the more complicated scenarios, however, things get much more interesting. (4) I would tend to agree that the "always-ambush" mechanic is kind of annoying. Particularly in solo and two-player play. Here's a simple variant to try: (a) When a monster appears, make an ambush check for each monster. On a roll of 10+ the monster has ambushed the Hero: The current player draws the monster control card. If a monster hasn't ambushed the PCs, then their monster control card is drawn by the player to the left of the current Hero. (Which means they won't activate until after the next Hero's turn.) (b) If multiple monsters appear simultaneously, make a single ambush check for all of the monsters using the largest XP value among the monsters appearing. (c) On a white tile, draw one monster. On a black tile, draw two monsters. (This is necessary to balance out the fact that the ambush mechanics make the game easier for the heroes.) [/QUOTE]
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