Lead Adventure Forum
Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: Chuck1372 on 25 October 2016, 05:01:39 AM
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Ive sen posts by a number of people saying they use house rules for Frostgrave to fix a couple issues they have with the game.
Im curious what house rules people use.
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A turn limit to encourage players to try grab treasure and run rather than wipe out their opponent to get all the treasures which helps if one band is superior due to past successes. this can either be a fixed number or dependent on s dice roll for variety. Then any unclaimed treasure is lost to both players. Any treasure being carried but still on the table roll to see if the player gets to keep it.
Also to help with this roll for random encounters at the start of each turn with a sliding scale of dice rolls making it more likely each turn to encourage players to grab treasure before the board is swamped with monsters.
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^^ This ^^
We currently use 5 fixed turns with a 6th on a 50/50 roll, though it might move to 6 & 7 next time round.
We also have a rule that if you hold a treasure on the table at the end of the game you get it on a 50/50 roll.
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I don't use any house rules to be honest - I'm happy with them as they are. :)
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We use fixed turns. most of the time 6 turns to explore, pick up treasures and leave. At the end of turn 6 all treasures in the table (taken or not) are lost.
If we play in dungeons (using the rules from the breeding pits) we use the house rule that in doors you can´t support another miniature.
And that´s it
:D
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We give Exp for out of game spells, rest as book.
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We use a few rules to help people not to fall back:
1) a wizard earns 10xp for each level opponent's wizard was above him. In three way games we make an average, rounded down. (we justify this by the fact that a wizard can learn more fighting against a more skilled one).
2) if at the end of the game a warband has collected half or less the number of treasures the other warband has (or the warband that has collected more in a 3-players game) we allow the player to roll one treasure more and discard the worst (we justify this assuming the warband has more carefully chosen the target treasures to go for, going for quality over quantity).
Also, we allow to sell grimoires with +4 and +6 spells even if the spell included is not known by the wizard.
And 5 turns limit, too, with a roll to eventually play the 6th.
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1. No XP from killing models with spells (but Wizards do receive XP from killing in melee or with shooting)
2. Up the XP from cast spells to 20XP.
That's it.
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ive read that some people use two d10s instead of a d 20 to make the combat more balanced
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The only issue I can see with 2 x D10 is that you cant roll a 1,
Its fun to watch someone "summon demon" and end up with a minor demon in base contact with their wizard.
It changes the dynamic if that's Never going to happen.
Roger
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ive read that some people use two d10s instead of a d 20 to make the combat more balanced
It's the unpredictability of the D20 that adds to the fun, how we laughed when my +8 fight knight rolled a 1 in combat and failed to do any damage yet my ranger who I had sent into the combat because his shooting was rubbish did the busines with a lowly +3 fight, well my opponent laughed I was regreting my thaught that with +8 fight the combat should be a pushover.
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I love the d20 as well. It levels the playing field betwee experienced wargamers and rookies, making Frostgrave a great intro and casual game. If I want strategy to matter more, I will play another game :D
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D20 > 2D10 by a mile - though I haven't (and won't) run the numbers, it feels like it will aid the high stat pieces to much.
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Forgot one: we drop the target number to spawn monster on treasure pickup by 1 every time a monster is not spawned.
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Oooh, I like that one a lot!
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Not really a house rule, but I created a bespoke monster encounter table to reflect what's in my collection. Also, being a Word doc, it's easy to update as new profiles appear in the new expansions.
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@nozza_uk: I did about the same. I created a deck of cards, which I printed, cut and sleeved. Simple: roll 16+ -> draw a card. Boom! Creature appears.
http://paintoholic.nl/frostgrave/cards.pdf
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Not really a house rule, but I created a bespoke monster encounter table to reflect what's in my collection. Also, being a Word doc, it's easy to update as new profiles appear in the new expansions.
Yep - use this myself - something new appears every time I paint 'em up!
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Use a d12 for Wandering Monster placement - use corners and centres of the board 1 to 8; if 9 to 2 go fromhe Treasure that triggered it by1 to 4 and place within 10" of that Treasure marker
Any combat or spells that make a noise (eg Grenade) spawns a marker and WM's within 12" move towards them even with no LOS. Marker removed at end of Turn.
I use Joe's suggestions for spell XP (25 for the first use and then 5 for each subsequent use of the same spell)
35xp for Treasures
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We are using spawn point markers. Each is.numbered and placed either on a table.edge, in a cluster of ruins, sewer opening, or other interesting feature that looks good and makes sense. That way contacts might even spawnencpawn in centralized areas.
Two Hour Wargames uses PEF markers to represent Possible/Potential Enemy Forces. I've stolen this idea for our spawns. They are initially placed as a marker and are only revealed when they are in Los and 24" (less depending on weather conditions). This keeps tbe tension high as it might be a pack of wolves, lone zombie, major demon, or just a stray cat.
I'm also using cards to spawn hostiles to match my collection and threat levels. That way I can tailer
the theme of the day (undead heavy, spider lair, underdark, etc. The decks will grow as I get more painted up. This helps with the spawn method.and PEF as above.
For balance purposes we have discussed using some form of the following. Place terrain, spawn points, treasures, etc. Each player rolls a d20 and and add's their
wizard level. lowest total selects starting positions. Roll again and lowest roll gets to set starting order. Lower level warband should get better options more often.
Skipper
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http://paintoholic.nl/frostgrave/cards.pdf
Looks great! Thanks for sharing.
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I tend to try and strip games down to necessities. This is more due to time constraints than anything else. I've played FG about a dozen times and had fun. I've been thinking of these house rules:
- Warbands move to 5 minis: Wizard, apprentice or captain, three of anyone you'd like and a 6th slot for summoning something (half as much to paint and I'm playing twice as soon!)
- Board goes to 2'x2' (less scenery needed/more mileage out of what one has)
- Game goes to three phases: Wizard phase, rest of warband phase, creature phase
- For every five levels a wizard possesses, wizard gets one shot per game to roll 2d10s instead of the d20 to try and beat the curve
- For games with set rounds or to mix things up, players each put x amount of chits in a bag and they take turns drawing. This could really break up the I-go-you-go format and up the excitement (Bolt Action from Warlord Games does this)
Thoughts, feelings, concerns?
Thanks- Z
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We use something that I grabbed off a forum, the limited merchant.
You can't just buy whatever is on the list in the book. Our merchant shop is supplied by us and what we sell, plus 1d6 items every two weeks. Seems to be working well. I have it as a spreadsheet downloadable on our Facebook group. It keeps guys with a gold advantage from leaping as far ahead. Think of it as the beginning of mages exploration into Felstad.
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@nozza_uk: I did about the same. I created a deck of cards, which I printed, cut and sleeved. Simple: roll 16+ -> draw a card. Boom! Creature appears.
http://paintoholic.nl/frostgrave/cards.pdf
Fantastic work, thanks for sharing.