When I last wrote and you read I detailed my ideas for updating the treasure deck and adding item levels. Today it will be all about the maths.
The whole point of the exercise is to allow a campaign within the confines of the board game. I want to allow PCs to continue to level and experience change as they progress to new adventures(maps).
One of the first things I had to figure out was how the monsters would level. The least cumbersome way I found to allow this was for with each new map all monsters would increase in level to a maximum of nine. So when one of the adventures is finished and the table cleared, the next map placed increases the level of the monsters.
Monster attributes increase differently based on whether it is an even level or odd. On even levels attack, AC, and HP all increase by one. On odd levels HP and damage increase by two and exp. increases by one. I have not play tested these stat increases yet, so I don’t know if the randomness of player leveling will keep up or if on odd levels the players will get destroyed.
Players will continue to level by rolling a twenty on an attack roll or by using the item cards that allow level ups. Experience required for leveling will scale based on the players existing level. level 2 requires 5 exp, 3 requires 7, 4 requires 9, 5 requires 12, 6 requires 15, 7 requires 18.
PC levels also increase attributes based on whether they are an odd or even level. Even levels increase AC and surge value by one, HP by 2, and they will be able to choose a new power or an additional use of an existing daily/utility. Odd levels increase attack and damage by one and the choice of a new power or additional use of an existing power.
The final change I want to make is getting rid of “miss for half damage” on event cards. Event cards that cause damage on misses are by far one of the most unfun parts of these games. Every time one of those cards come out it is just frustrating to the group because you have zero control over it and the luck of the die still will not help you. When a monster has the same “miss for half damage” ability it does not cause the same type of rage as everyone knows it is coming and if you have the ability to, you will have the group focus fire on the most dangerous baddie on the board.
Those are the extent of the additional rules I have come up with, soon I will begin playtesting to see if I am in way over my head of if I am actually on to something. Let me know what you all think.


