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Thread: Dungeons and Dragons Adventure System Board Games:: General:: Tyranny of Goblins D&D AS cards


Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] encumbrance for Campaign

by topera

Hello all,

I was trying some rules for encumbrance for campaign.

Each hero can carry a limited number of itens. If you are full and can't carry anymore, the item stay on the ground. This way you can get it later in the same adventure.
Rules:

Attack slot: 1 item e.g. sword +1

Ac Slot: 1 Item e.g. any Item of + AC

Belt slot: 3 potions or scrolls

Foot slot: 1 Item e.g. Item of + speed

Misc slot: 1 Item e.g. wands, necklaces, etc.

Backpack: 2 slots e.g. any Item

Give it a try and see it's very Thematic and make choices a bit relevant in this way. . .
I'm at game 4 with the same hero. So far so good, but any opinion will be welcome.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Monsters

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Any 6 player varients?

by chamr

Anyone know of a good rule-set or guidelines for playing with 6 players?

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Villains based on Dungeon Command monsters

by lorien4

My idea is that new villains could be created based on Dungeon Command monsters with high xp, 3 and 4. Why shouldn't we fight a Giant Spider or an Umber Hulk etc with their own tiles ? The tactics will be based mainly -I think- on the tactics of the original cards but that's not something to worry about.

A suggestion for Giant Spider: HP 12, AC 13. Tactics same as the original.

Many among us have proven many times that have the capability to create excellent villains (yes ChromaticDragon, it's you I'm implying).

Here is a challenge for villain makers!Image may be NSFW.
Clik here to view.
laugh

Thread: Dungeons and Dragons Adventure System Board Games:: General:: How much do i want to combine pieces?

by Dracoprimus

I now have an extra set of tiles for Wrath of Ashardalon. Do I just want to add the ones that I was missing? or do I want to add all of them? Do I really want double of all the Dungeon Tiles?

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Against the Drow & the Goblins

by lorien4

Here's an idea for the monster deck which the owners of the 3 system games and Sting of Lolth and Tyranny of Goblins from Dungeon Command probably have already implemented, but here we go anyway:

"Against the Drow" monster deck (for Drizzt mostly, but for Ashardalon also)

4 Drow Duelists
2 Drow Houseguards
1 Umber Hulk
2 Drow Wizards
3 Spiders (+1 from Ravenloft)
1 Giant Spider
1 Drow Priestess
2 Driders
3 Spider Swarm
1 Drow Assassin
1 Mastiff
2 Trolls
2 Hunting Party
2 Stalagmite
3 Duergar Guards

This is a more thematic monster deck for Drizzt. Despite that, Drizzt and Co (Drizzt and Bruenor to be precise) are gods of war and they didn't failed to defeat Yvonell Baenre for the "Legacy of the Drow" scenario. Of course they had some difficult time when I drew a 3 and a 4 monsters token (I use monster tokens to make the game more challenging) but that was all.

"Against the Goblins" monster deck (mostly for Ashardalon, but for Drizzt also)

5 Goblin Cutter
4 Goblin Archers
2 Hobgoblin Warriors
2 Goblin Champions
1 Hobgoblin Sorcerer
1 Bugbear
1 Wolf rider
1 Troll
1 Devil
2 Wolves (+1 from Ashardalon)
2 Hunting party
2 Stalagmite
3 Kobold Dragonshields
3 Duergar Guards

The total XP of the above monsters is 45, 9 lesser than the original Ashardalon monsters. Maybe one could replace the Stalagmite and Hunting Party cards with Orc Smashers or/and Orc Archers. I played twice with Quinn, Keyleth and Vistra: won the "Elite Regiment " scenario and lost the "Treasure Hoard" scenario, so it's propably balanced.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Portant Cards


Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Monsters

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Final Version

by ironhelm

The cards that have been posted are they the final versions and ready for download?

Thanks,
Mike

Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variants] Rumer Cards

Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Corridor Cards

by Stick up man

And a couple Portents.





When placing large tiles, I use a standard rule that is there is not enough room for the tile to be placed, then I continue drawing regular tiles and placing them until the large one can be placed. If you explore this way you will be creating more ground for you to cover.

Also if you explore from a diferent angle onto a spot where a Corridor would normaly take effect, it does take effect even though you did not explore off the edge it was placed on, so no going around them. The cards could prob be worded differently to say this...

Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Artifact creation

by Stick up man

In my latest overland campaign attempt, I have been using a pretty fun system for creating unique artifacts.

the problem was that in order to get from dungeon to dungeon the party would need to spend money on travel equipment. Theses tokens get discarded when used so its a constant expense of travel. Otherwise the odds of you getting to another dungeon in pristine shape was pretty bleak. In the normal campaign you are always in pristine shape at dungeon start, but now that cost money and careful rout planning.

This gives you less money for items in between dungeons. At first I was lowering the prices, but that sucked.

So then I found Chromatics treasure deck(can't remember what he calls it) and its nice. The items are all unique but not so powerful, in general.

Now I give the party prestige points when they complete dungeons. With these points they can visit the Lords of the land by traveling to castles etc.

While there you roll a 6 sided die and add any prestige you want to spend. If the roll is 7 or more, you get an Artifact given to you by the Lord. (I always wait until I can spend 6 for a guarantee)

To create the artifact, I keep the fortunes and blessings seperate. When playing a campaign the treasur deck needs to be all items anyway.

I draw one item from Chromatics deck. Then I draw 2 cards from the fortunes and blessings deck. This creates the artifact.

The item tells you what the Artifact looks like and its main use.

If other 2 cards are leveling cards I dicsard them and draw agian. These become flip when use powers that are like charges the item has.

In this way I make up for less money to spend in shops and add unique coolness to each campaign.

Maybe eventualy I'll make diferent types of aftifact draws for diferent Lords.

I already decided that if you do this in Barovia, you get the adventure Items that came with CR, then add the charged effects.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Umber Hulk alteranative tactic

by lorien4

Umber Hulk from Dungeon Command seems useless to me, because it has never attacked the heroes due to its tactic requiring it to be on the same tile with a hero.
I think it's better to use the within one tile tactic.

What do you think?

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Tireless Pursuit: Adventure for LoD and CR

by lorien4

Here's the story:

At the end of each player's Exploration phase, the active player draws a tile from the bottom of the stack, puts it adjacent to any unexplored edge of the board and places a monster on it. The heroes must find the Surface Hollow (LoD)or the Secret Stairway tiles (CR) between 9th-12th tile.

I wouldn't recommend this for Ashardalon due to the sentry monsters, but if there are any brave adventurers out there they are most welcome to tryImage may be NSFW.
Clik here to view.
devil
.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Treasure Token Web App

by GeckoTH

While I was working on the Campaign Event decks for all three games, I realized that those of you who don't own Wrath of Ashardalon are missing out on the one set of tokens that really allows you to play any of these games as a campaign: the Treasure Tokens.

Therefore, I decided to create a small website that allows you to virtually draw from a stack of Treasure Tokens. It has all the proper ratios of the different tokens, and when you draw a token, it's taken out of the stack, so you won't draw it again. That is, until you reload the page or hit the Reshuffle button. It's also mobile friendly -- so you can use your iPhone, iPad, Android, etc. at the table, and simply draw a token whenever you kill a monster. Just keep track of how much gold you've collected so you can buy those precious Treasures between adventures!

GeckoTH.com/dnd/treasure

Thread: Dungeons and Dragons Adventure System Board Games:: General:: [Variant] Ready Actions

by chamr

Looking for any significant problems with this idea:

Instead of using your Attack Action during your Hero Phase, you can choose to Ready Action. Take any At-Will, Utility or Daily Power and set it aside. During your Villain Phase, you may use the readied action at any time as long as you can fulfill the requirements of the card.

I want to present an opportunity to mix up the monster-always-goes-first mechanic while also presenting a choice: the player is gambling their attack action against the chance to interrupt during their Villain Phase.

Thoughts?

Thread: Dungeons and Dragons Adventure System Board Games:: General:: opportunity attack and flank

by topera

Hi guys,

I was trying this variants and they are really awesome. As a d&d player, I wanted to make it very similar to D&D but without changing the basic game mechanics.

Just try and post results here Image may be NSFW.
Clik here to view.


Flank: monster or heroes: +1 bonus attack
opportunity attack: do and additional attack. I was thinking about only bosses can do it or it will slow the game a lot. You don't see many monsters leaving the player area so it will happens with player but not so much with monster.

It makes the game more tactical and avoid many hit and run tactics my group was doing lol Image may be NSFW.
Clik here to view.
devil


Try it and post it! what do you think?

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Microbadge

by topera

Hi there, anyone there that has the skills to make a d&d adventure system badge? Having all the three games at my badge slots doesn't let me get another ones Image may be NSFW.
Clik here to view.

Thread: Dungeons and Dragons Adventure System Board Games:: General:: Monster Movement (rules)

by virferrorum

I have played these games from the release of CR on. The rules have changed a little (been clarified?) with each new edition's book. But sometimes that turns things into a slightly confusing mix of memory and weird board placement.

What is fact (RAW)?

There are a lot of house rules to this series, but this thread is not intended for them (add links your posted house rules if you like, but I'm trying to make this a rule reference). I will edit the rules I list below if pointed out to be wrong. Image may be NSFW.
Clik here to view.


1) For blade barrier and caltrops the monster only gets damaged if it ENDS its movement on a square with a token.

2) Monsters move by tile not by square.

3) Monster appear on the monster spot (bone pile, scorch mark, mushroom patch). If the monster spot is occupied you may put it on any legal square on that tile- players choice.

4) Monsters use walls to determine movement.

5) Monsters act by tactics and need to fulfilled as best they can.

My questions:
A) If two corners on an adjacent diagonal are a "wall" (meaning you can't squeak through) and you can't enter an enemy's square... Then two diagonally adjacent enemies are an impassible wall?

If yes- then several heroes could block entrance to a tile for monsters since they recognize walls?

B) should monster movement be determined as such (with regard to tactic): Move by tile first (use monster spot if fits tactic).
If spot doesn't fit tactic, use square of players choice that does.
If tile isn't legal (full or blocked) move to next closest square that can fulfill tactic.
If no move is possible to compete tactic- do next tactic.
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