12-27-2008, 04:23 AM | #11 | |
Join Date: Aug 2004
Location: Hintham, The Netherlands
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Re: Too Long Between Turns
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Wow. You get 1 at the start of your turn, You get 1 each time you explore a new room. You get 1 each time a monster appears and your color is rolled (not chosen), You get 1 each time you kill a monster of your color. With move 3 you could get 10 in this way. If you explore 3 rooms, roll your own color three times in a row, and manage to kill all 3 monsters.
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JHG Hendriks One Of Our European MIBs © f(x) = exp(-sqrt(1+x^2)) |
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12-27-2008, 11:23 AM | #12 |
Join Date: Jan 2008
Location: Edmonton, AB, Canada
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Re: Too Long Between Turns
In my house rules I've removed all ways of obtaining DxM cards except at the start of each player's turn. In addition, a player can spend a movement point drawing another DxM card if they wish. This can help tone down the amount of DxM cards distributed, as well as speed up turns.
Combat seems to be the one thing that takes up the most time on a turn, and yet it doesn't cost any movement points at all. Anything that reduces the number of combats per turn is surely to speed the turns up. |
12-28-2008, 01:00 PM | #13 | |
Join Date: Dec 2006
Location: Roanoke, Virginia, US
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Re: Too Long Between Turns
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-- Kendel |
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12-28-2008, 01:45 PM | #14 |
Join Date: Jan 2008
Location: Edmonton, AB, Canada
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Re: Too Long Between Turns
... and with MQ2, you also get DxM when you dodge a trap. I definitely think that DxM draws are too frequent in this game, and that some house rules could fix this. However, I'm not sure whether this relates to long turns in the game.
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12-28-2008, 02:31 PM | #15 | |
Join Date: Jan 2005
Location: Isanti, MN
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Re: Too Long Between Turns
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Last edited by mib2932; 12-28-2008 at 03:21 PM. |
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01-01-2009, 03:25 AM | #16 | |
Join Date: Dec 2008
Location: Minneapolis, MN
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Re: Too Long Between Turns
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So, in general, at least two or three DxM cards are generated per monster. And there are other ways of getting DxM cards as well. And there are multiple mechanisms to make sure that those cards get spread around the table even to the players who aren't currently taking their turn. In practice, that means there are plenty of DxM cards available to buff monsters and/or allies and/or yourself. |
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01-01-2009, 04:12 AM | #17 |
Join Date: Jan 2009
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Re: Too Long Between Turns
I don't understand how the limiting movement is so popular unless those people are also making house rules as exceptions to the sticky floor rooms and similar situations.
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01-01-2009, 09:30 AM | #18 |
Join Date: Aug 2004
Location: Macungie, PA
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Re: Too Long Between Turns
Again, you can always expend all the move for your turn to leave a room. You're never stuck in a room unless it's completely surrounded by walls.
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01-01-2009, 10:19 AM | #19 | |
Join Date: Jan 2009
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Re: Too Long Between Turns
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I'd be more inclined to propose a house rule which indicated that one couldn't explore a room on every move in one turn, unless they had at less than three move. Admittedly, I play with a group that have looked at many of the treasures, and know that it's worthwhile to search. Yes, there's a race to get to level 10, but if you get there without much gear, you have something of an issue. Also, depending on what your boss turns out to be, it could be that half your gear won't count. Finally, there's that bit that quite a few items can be used to sabotage an opponent's combat, and not all of those need to be thrown to do so. The victorious pair from my first MQ game had an average level plus constant bonuses of around 23 - and yet the one had to ask the other for assistance on the final fight. (Of course, that was due to the sudden movement of an undead armored Gelatinous Octahedron which had been hanging out beside the entrance, but...) |
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01-25-2009, 10:15 AM | #20 | |
Join Date: Dec 2008
Location: Minneapolis, MN
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Re: Too Long Between Turns
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One issue we did need to deal with were the DxM cards drawn at the beginning of each turn. We realized that by effectively more than tripling the number of turns we would be increasing the flow of DxM cards into the game. So added a rule so that everyone drew 1 DxM card at the beginning of each round of play (either at the start of the game or at any point when all of the movement feet were flipped back to green). The effects we've observed: (1) The pace of the game increased, with players less likely to check out because they didn't have to wait as long for their turn to arrive. (2) Monsters became much more active, which made the dungeon seem a lot less static. (3) Game balance appears to be completely unaffected. (4) It didn't appear that any meaningful strategies were eliminated, but we did discover that all kinds of new strategies had been created. One major area of strategy became the manipulation of remaining movement tokens (allowing you to take more turns or affect the sequence of play) and another area of strategy rose up in terms of how players traveled together. (In the RAW we all felt like we were basically soloing the game. But these rules allow people to either move off by themselves; move with small partnerships; or huddle up as one big group and stick together.) I suspect that once we get the 6-player expansion, the dynamics made possible with these house rules will become even more interesting. And, IMO, necessary: When it takes 45-75 minutes to get to the fourth player's first turn in a four-player game, I can only imagine it would take 90-120 minutes to get to the sixth player's first turn in a six-player game. And that would be outrageous. And we 100% endorse Quaff_fu's suggestion of calling the prime player the Quest Master. |
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