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Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Creating Characters

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by BuuBuu

Hi there, I was wondering how to create a playable character for the box games. Is there a website where we can extract stats and attacks from or is it something more of a trial and error technique? I have a couple of characters I have created for D&D Encounters but never really got into it. I really enjoy the box sets and play as often as I can. I have gotten as many custom characters from this site as I can but would like to try my hand at creating my own characters. Any advice or directions would be greatly appreciated!

Thank you in advance,
Buu

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Paragraph/Choose your own adventure style adventure

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by Dolem

I've been working on designing a custom adventure that is very scripted.
Instead of drawing off a random tile stack you are told to use a specific tile. Monsters, treasure and events (for the most part) are also pre-scripted. Some tiles have a special treasure table and there are other choices to be made. Different heroes also have different chances of success on some of the special tiles.

In order to prevent reading ahead, everything is assigned a random paragraph number. So a tile might say, if exploring to the east, read paragraph 25. Paragraph 25 might say to reveal tile #11 and then assign a monster and explain the event.

I don't really want to reveal all the details yet because it's probably only fun to play through an adventure like this once. I want to try to get things working really well before I release it. The first one I release will be a solo adventure using only components from the Drizzt game.

The neat thing is this gives you the ability to have an actual story for the adventure (although player choice is still limited) because you can slowly release details to the player. The challenge for me is I've never been a DM. My knowledge of D&D is basically just from reading the novels, so writing a story is new for me.

Thoughts/questions/ideas?

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: The Return of Mædmorða — a seven-adventure campaign

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by Trevin

I've been working on a series of adventures that make use of the components of the three D&D board games: Castle Ravenloft, Wrath of Ashardalon, and The Legend of Drizzt. The book of adventures has been posted to the LoD files section.

The idea behind these adventures was to select the best elements from each game that fit a certain part of the story. As the story progresses, the heroes get a little more power in each adventure while the challenges become tougher. This campaign progressively builds the Monster, Encounter, and Treasure decks for each adventure, carries over experience points and healing surges from one adventure to the next, includes several custom items and monsters, and uses a pre-constructed castle for the final battle.

One concern is that because each adventure requires a specific set of cards, there is a fair amount of set-up time involved to build the decks; and likewise it will take some additional time at the end of the campaign to sort everything back into their original boxes. So if you start out on this campaign, it's easier to just leave all the components out between adventures.

I haven't yet had the time (or patience) to format the custom villains, allies, and treasures to match the standard card layouts, but each is on a separate sheet so they'll be easy to pull out from the adventure rules.

One item I haven't put in the rules yet is the suggested number of players. I've only tried this with three so far, as that fits the theme of the story — in the last adventure, three items need to be taken to three separate locations before the final Villain can be destroyed. (In particular I wanted a wizard, a cleric, and a hero of some other class.) I would be interested to see whether fewer or more players would make the campaign easier or harder.

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Chamber Cards?

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by Jack Hooligan

I know it's been done, but can't seem to locate the custom Chamber Cards for LoD.

Am I losing my mind?

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: LOD Room Events Ultimate Edition

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by Autoduelist

First batch although I'm not sure when these will see the light of day as finished cards. This will bring the room totals to 12 cards for the regular sized room tiles!

Title: Drow Glyph
Flavor: You feel yourself pulled sideways as your feet cross the glyph's boundaries. Colors and angles twist in disorienting directions.
Text: When your vision clears you find yourself in another location. The Active Hero must pick up the Drow Glyph tile and attach it to another section of the board if possible.

Title: Drow Glyph
Flavor:"Careful now!" says the figure behind the glyph. "This thing's still armed."
Text: A potential ally is trapped within the glyph. An Active Hero on the Drow Glyph tile may make an Attack Roll against an AC 15 target to disarm the glyph. The glyph is disarmed if the roll is successful. The glyph detonates if the roll is unsuccessful and both the Active Hero and the Ally take 1 damage. Draw an Ally Card.

Title: Drow Glyph
Flavor: A pile of treasure sits in the middle of the glyph; almost taunting you to take it.
Text: Any Hero on the Drow Glyph tile may grab the treasure and detonate the glyph. Take two treasure tokens and make an +8 attack against the Hero. The attack does 1 damage and the Hero is Dazed if the attack is successful.

Title: Drow Glyph
Flavor: You notice the faint shimmer of the glyph just as you're about to plant your foot.
Text: Roll the die and add your speed to the result. Rangers and Rogues add an additional +2 to their rolls.

1-12: Too late! A blinding flash and echoing boom fills the cavern. Take 1 damage and acquire the Dazed condition.
13-20: You pull back in time. Nothing happens.

Title: Dwarven Statue
Flavor: The cobwebs criss-crossing the towering statues bounce at your passing; summoning the tiny black residents that dwell within them.
Text: Search the Monster Deck and discard pile for a Spider Swarm. Replace the drawn monster with a Spider Swarm. Reshuffle the monster deck. Ignore this card if all Spider Swarms are in play and use the drawn monster instead.

Title: Dwarven Statue
Flavor: Towering statues of dour dwarven kings stare mutely at your passing.
Text: Nothing happens.

Title: Dwarven Statue
Flavor: Beneath each statue is a placard written in the bold, straight lines of ancient Dwarvish; detailing the accomplishments of the enshrined individual.
Text: Nothing happens.

Title: Dwarven Statue
Flavor: Portions of the statue are covered in graffitti besmirching the dwarven king's lineage. The goblin shrieks and drops his brush at your approach.
Text: Search the Monster Deck and the discard pile taking the first Goblin card found. Replace the drawn monster with the Goblin and give the card to the Hero on your left. Reshuffle the monster deck. Ignore this card if all Goblins are in play and use the drawn monster instead.

Title: Narrow Passage
Flavor:The way ahead is blocked by a dwarven caravan laden with goods headed in the opposite direction. One of you will have to step aside.
Text:Draw two Treasure Tokens. You may sacrifice your Move Action on your next turn to keep the tokens as payment for the inconvenience; or you may pay the amount drawn in gold to take another Move Action immediately. You must accept the payment and sacrifice your move action if you cannot pay.

Substitute a Treasure Item as appropriate if you aren't using Treasure Tokens.

Title: Narrow Passage
Flavor: A stone whizzes by your head as a goblin cackles in the darkness. The clever cutter waited until you were at your most vulnerable.
Text: Search the Monster Deck and the discard pile taking the first Goblin card found. Add the figure to the tile in addition to the drawn monster then reshuffle the Monster Deck. Ignore this card if all Goblins are in play.

Title: Narrow Passage
Flavor: Your nose and eyes sting from the sulfurous fumes rising from the many fissures in the passageway ahead.
Text: Figures on the Narrow Passageway title suffer an additional penalty of -1 AC.

Title: Narrow Passage
Flavor: You dive to your hands and knees and shoot through the narrow opening at the base of the wall in an effort to evade your foes.
Text: Move all monster figures within 1 tile of the Narrow Passage back 1 tile.

Title: Volcanic Vent
Flavor: The fierce geologic activity in this section created scalding steam vents and valuable gems.
Text: An Active Hero ending their movement on the Volcanic Vent tile may attempt to pry loose some gemstones from the cavern walls. Roll the die and consult the chart:

1-6: You're unsuccessful. Take 1 damage.
7-14: You fail but you aren't burned either.
15-18: You are scalded claiming your prize. Take 1 damage and draw 1 Treasure Token.
19-20: Draw 1 Treasure Token.

Title: Volcanic Vent
Flavor: A quick kick sends your opponent screaming into the fiery lava below.
Text: Do not draw a monster for the Volcanic Vent tile.

Title: Volcanic Vent
Flavor: It's too hot! You must withdraw.
Text: Place Cavern Edge Tiles on the 2 nearest unexplored edges. Do not place a Cavern Edge tile if it will close off the Dungeon.

Title: Volcanic Vent
Flavor: The sweltering heat makes your metal gear almost unbearable to touch. You grit your teeth and hold your weapon with grim determination.
Text: All figures on the Volcanic Vent tile receive a -1 penalty to Attack Rolls.

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Streamlined as possible campaign system.

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by petercox

This is the simplest possible version of a campaign system that requires a minimum of fuss or change from original rules, and doesn't require additional components to the 3 base games.

Essentially the idea is to play through the campaigns for each game as normal, but you keep items between adventures.


During the adventure:

Characters draw a monster token for each tile, and then draw number of cards that match the tile. ALL tiles are included (yeah, I even put the 3 and 4 tiles in)

If you kill one more more monsters during your turn then you get a treasure tile which has a gold value (the 'gain a treasure card' tokens are removed)


After the adventure:

At the end of the game 4 cards are randomly dealt out from the treasure deck and can be purchased by the heroes, and kept permanently.

After each successful adventure, one of the 'o monsters' tokens are removed from the draw pile before the next adventure, thus making each adventure incrementally harder. One all the '0 monster' tokens are removed, start removing the '1 monster' tokens (though it should pretty much be the end of the campaign by now anyways).


Notes:

It's the minimum of tinkering so I feel keeps things pretty balanced.

Yeah, there's no leveling up retained between levels which some will find odd. Personally though, I think the balance of exchanging XP for cancelling event cards gets out of whack if you are effectively retaining experience between levels, and I also find needing character sheets that go up to level 5 or 10 to not be as 'neat' as simply turning the character sheet. Personally also, I find the retention of items to be much more interesting than keeping levels (which ultimately ends up requiring such significant rebalancing I don't think it's worth it)

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Branching Adventures Campaign System

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by lumin

Before introducing the campaign system I've come up with, I've been very underwhelmed and dissatisfied with both the campaign rules in WoA and the ones that many players have come up with.

The WoA rules are not only way too simplistic, but they are also far too repetitive and lack any kind of story. They feel utterly disjointed from one another. I mean come on, a good campaign should tell a story, not be a random string of monster fights. While this retains the simplicity of the game, it is too divorced from the neat little story-based scenarios that are used in the adventure book.

On the other hand, fan campaign systems look pretty amazing at first glance. Most stem from the idea of combining an overland map similar to a game like Barbarian Prince with rules for wilderness travel, etc. Not long ago I even tried coming up with my own by combining the world of Runebound. It ended up being a mess. The problem with these fan systems is that they really start to muck up the simplistic spirit of the game with a bunch of heavy rules. If I want a heavy game like that, I'll play Descent or even D&D.

I've been scratching my head for months and months over how a good campaign system could work with the D&D line of board games. Something simple, yet full of theme. Something that had real choices to make with real consequences that made a difference from adventure to adventure.

A week or two ago I was playing Tactics Ogre on my PSP and it finally hit me. For anyone familiar with the tactical RPG game systems, most use a series of linked battles to form a coherent storyline. The system incorporates interesting twists that make each play-through unique. Each battle may have 1 or 2 important decisions that can affect the rest of the game. For example, you may decide to kill or recruit an important NPC, which simultaneously opens up later adventures or even closes others off. Choices you made 3 levels ago can impact the current battle or even future battles. In this way you end up with branching storylines and even end up with multiple endings. All this without the need for overland encounters and complicated sandbox play. Brilliant really.

This type of game-play is also very reminiscent of the Choose Your Own Adventure style of books, popular in the 80s. Many fantasy style novels like Lone Wolf and Fighting Fantasy even incorporated skill, treasure and magic systems. They were great RPG-lite systems you turned to when you didn't have time or a group for D&D.

So now you see where I'm going with this. I think I've come to the same conclusion that WotC did when designing these games: Customizing the game's mechanics is best done at a per-adventure level not globally. You simply cannot create a campaign with any sort of depth just by throwing in more mechanics to the core system. I've found that the whole thing usually turns into a mess of extra rules that break the spirit of the game and confuse people at the table.

What if a campaign could be created for the D&D Board Game line with branching story-lines and choices that could be made during each to affect future adventures? Not only that, but each adventure could be tailor-designed to fit a specific theme. An adventure into a cave could use just plain LoD cavern tiles with only monsters and encounters that would be found in a cave (vermin, snakes, maybe a kobold or two). An adventure into a castle or tower could use a combo of WoA and CR components, and so on and so forth, combining pieces from all three games (and even fan materials). Some special items could be used during certain quests. You get the picture.

Each Adventure would include choices to be made at the beginning or end. Do you choose to betray the wizard who sent you on the quest and take the treasure for your own, or do you choose to stay obedient? Choosing the former may mean that the wizard becomes your nemesis, hunting you down in later adventures. Do you decide to kill the pleading villain, or let him live? Choosing the latter may mean he could help you or even join you later on.

Sounds great, but what about balance? How can you ensure that the campaign remains balanced for later scenarios when you cannot control loot or foresee hero experience levels? The answer is that you cannot balance everything 100%, but you can mitigate it by throwing in failure quests. Rather than having to simply re-run the same adventure again, what would happen if you weren't able to kill the dragon? What then? The dragon may take over the castle or the city, and begin wreaking havoc on the countryside. Now your quest is to find a powerful sword to help you, or perhaps recruit new allies. Weak heroes can be fixed by providing secondary quests to provide more experience taking you down a separate path, OR taking you back to the main quest-line again. Strong heroes who are wiping the floor with each adventure will find that the scenario difficulty scales very quickly until they do lose eventually.

I think I've found the sweet spot campaign system that is not only simple, but tells a real story. The only real downside to this is the overhead of writing all of the adventures. Obviously you would need a great amount, say 50 or so, to make sure there are enough permutations to give you around 10-15 adventures for your campaign and make each play through fresh.

But adventures on their own are pretty simple to build. I spent just about 2 hours and already created about a dozen for my campaign already. And since each adventure will have failure adventure, balance is not a huge concern. You don't have to play-test the heck out of them to worry. Using this method, the game in essence, will fix itself if things get out of hand.

My plan is to see this through to the end. My goal is 50 Adventures with branching plots and multiple endings. The only reason why I bring this idea up now instead of when I'm done is to share it. In building and testing these adventures, they are working really well so far. I'm actually building and running them with my wife and kids as I go along so I can see how things turn out. So far, so good.

Of note, so far I'm including some extra fan made content including the Mordenakinen treasure deck, the Rare deck and even some of my own D&D minis with custom cards (don't have links at the moment, but you can find this stuff in the file sections). I also am using a few custom heroes I made from scratch. But, ultimately I'd like to make sure this system is 100% CR/WoA/LoD compatible with no extra components needed to run. Even if you wanted create your own custom content, including the use of custom heroes, there's no reason why you couldn't do that. Like I've mentioned balance is kept intact (at least to some degree) by the fact that failure means a different (slightly easier) quest path instead of simply beating your head against the wall trying over and over.

I'd love to see others take up this idea. Heck, WotC should try this. I'd pay money to buy a premium campaign booklet from them using all 3 games set in the Forgotten Realms with an all new story. Such a system would provide near endless re-playability.

Just a sample adventure that I've already created takes place in a lost ruined city deep in some frozen mountains. I took the setting straight out of Lovecraft's At the Mountains of Madness. Without spoiling much, this adventure deals with the party who've taken the first major plot branch to discover the great evil about to be unleashed on the world. The other branch follows the storyline of the characters releasing the great evil from another location using a ritual. So already, I have a good and evil path to follow early on. You can choose to be on the side to stop the evil or help it win. You can be sure that from there things get even dicier!

It's really got me excited for how things will go from here and I can't wait to share it when I'm done.

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: New father and son players have a question for all................

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by heath p avery

I have been asked and need to know..LOL How do we get our hands on any/all of the newly created custom made exact copy type monster cards and figures........the monsters are great as they stand...but we would love several more to fight !!!
Thanks all

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: converting / creating monsters

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by manzarxian

Is there in these forums, or someplace else a simple conversion system for turning monster manual or DnD collectable miniatures into board game statistics?

thanks

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: My play-tested Variant.

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by Rawrdo1988

Good Day fellow Dungeon Crawlers.

I am still playing these games! a testament to CR/WoA/LoD. I also incorporated the Dungeon command Add-ons. Worth Every Penny in my opinion. I go in between changing games when I want to beat on my companions in the Dungeon or be teammates in a Dungeon. That being said this is how we play.

We try to use almost everything the board game packages come with**

So I will list the Variants as follows.

1. We Separate Encounter decks to the flavor of the Dungeon you are completing So

CR deck consists of CR Events/ Events-Attacks

WoA deck consist of WoA Events/ Events-Attacks.

LoD deck consist of LoD Events/ Events-Attacks.

Traps/Hazards/Atmosphere/Curse cards are put all together into one deck that then goes into CR/WoA/LoD Main Encounter decks, depending on which dungeon you are choosing to clear.

To counteract the sheer damaging possibility of this encounter deck we give our adventurers the ability "Hero's Instinct" with allows them to negate ONLY event cards on a roll of 10+ if they choose to, so yes they can read it, think about it then decide, They can also expend 5 exp. however what they cannot do it roll, then fail then decide to use 5 exp.You choose wrong and you failed so pay the consequences! So cards such as passage of time have a chance to not damage these veteran, battle hardened, years of dedication to their craft Adventurers.

Attack-events/Curses/Atmosphere/Hazards/Traps are still only cancelled with Experience points.

However
2. Trap cards- reward 5 Experience. End of Story. Some traps are as hard as bosses and some traps take more than 1 turn to Overcome especially if you are having bad luck. Combine them with Monsters and you can sometimes get a real arse whupping!


3. We use the Campaign Variant that Allows Heroes to reach level 5. Somewhere amongst these thread there is that awesome Campaign Variant which I will give appropriate credit to. Here it is.
http://files.boardgamegeek.com/geekfile_download.php?fileid=...

I just use the item list breakdown of CR cost and the Level Scaling. It has worked well. I Do not use the Name tile deck event thing. You can spice things up on your own accord or use already preset triggers in the game (i.e. find the altar put the ravenkind figure. Use your imagination there is always one of use that is the Unofficial "DM" we bought these games didn't we!?

4. We use Treasure Tokens and Monster Tokens as per the Campaign rules.
Read that to get caught up with the details. When your Party moves Beyond level 1.

5. Monster Decks Separate them into these.
CR Main monster deck - All Undead and Devil Creatures (CR/WoA/LoD/ Dungeon Command)

WoA Main monster deck - All Orcs/Goblins/Hobgoblins/Animals (CR/WoA/LoD/ Dungeon Command)

LoD Main monster deck (or how I like to refer to it the Underdark Deck)- Drow/Spiders/Druegar/Abberrant (CR/WoA/LoD/ Dungeon Command)

Elemental Deck- are one deck that can be mixed into any of the top 3 decks
Reptile deck with Cormyr Dragon - is the other deck that can be mixed into any of the top 3 decks

But you say But what about WoA campaign against the clans and the druegar....? well switch it into the Underdark Deck for that Mission. Geez!

6.Treasures
first off there are 5 Blessing treasures that came in and subsequently not used again after CR. These I remove, write Cleric/Paladin Blessings on the back of it and give them to these respective classes to randomly choose one of these every round of a New Dungeon Crawl. To use when most needed "shows that they are praying to their deity before the descent into darkness. it is used as an Utility and adds flavor. Very Popular.

then I separate the Treasure decks into two types one that consists of ALL the Items.

and the other that have the fortune.

Why Rawrdo Why?

because of this, up above I explained the Monster decks and how these should be built and then I explained the Encounter decks and how they should be built. This being said the potential damage output of these decks even with the "Hero's Instinct" to negate only Event cards is still very high then combine it with killing one monster may only give you a fortune if you draw the treasure token? then OF course I have to make some sort of compensation. This Variant allows adventurers to take time in the Dungeon. Even maybe regroup and attack a different way.

So Whenever you do Kill A monster it still is only one Chance on the Treasure token chance game and if you get gold, then you get gold but if you get an item you actually get a ITEM and not a fortune.

1 Fortunes is always rewarded for killing monsters.

so it should play out like this.

I kill a monster- I get 1 fortune card- yay. Then I play the Treasure reward Chance time game- Pick out from the treasure Tokens. Yay I get A) an Item or B) Gold to buy items from the Dwarven Caravan in between missions.

if you cycle through the fortune deck (which is smaller and bound to happen) gather all the discarded card and reshuffle them. REMEMBER the BLESSINGS are not part of this deck! they are Paladin/Cleric Blessings-Utilities.

Q....But I kill more than one monster because I am Godly Rawrdo?

Too Bad 1 Treasure Boon reward like the rule book states is in effect you should be happy to use the gained experience to either cancel the ass kicking encounters that will come your way, or pool exp to Level up your adventurers to level 5 or..

7. Buy Surge tokens with Exp. which is reflective of party size.
Solo- 10 Exp
2- 20 Exp
3-30 Exp
4- 40 Exp
5- 50 Exp.

decisions,decisions level up? and in doing so increase the monster difficulty and quantity. Or buy Healing Surges? decisions decisions.

8. We always play with 1 healing Surge. God mode begins now.


Other Variants.
Doors!!! when a tile with doors pops up if you decide to ignore the door tile and go to another unexplored edge to reveal a top tile... WELL that's is TOO DAMN BAD, You must always grab from the bottom. Until the door is investigated and unlocked will it return to normal exploring rules. This mean every door must be investigated in this way you cannot ignore doors. Makes Heskan's less than stellar unique technique much more important.

coffins do Block Movement. To go Up and over you must expend a Move/Move turn. Yup, that Dwarf has to climb up and move down.

Blocking does occur!! if Hero's successfully block a corridor defensively a Creature cannot use their Move into tile option but uses their Adjacent tactics which are sometimes less damaging or more...

anyways I may have left things out but that's because I have been writing this since 2AM, it's 5 AM now.

Happy Dungeon crawling.



Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: New adventure: The reign of Ilnezhara (LoD and Heart of Cormyr)

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by frenkb

I tried to make my own adventure, including some adjusted monsters and a new villain. It's based on the mechanics of the wonderful 'Invasion of house Baenre'. It's about the reign of a dragon over her treasure lair.

My first one, hope you'll enjoy playing it. Let me know what I can do to improve the experience.

https://www.dropbox.com/s/1m6i6f0chuyu0iv/The%20reign%20of%2...

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Simplified rules for children

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by cornixt

I've played a couple of games that involved my children. While they are fine at understanding the rules and how to apply them, they are clearly overwhelmed by the number of choices available to them and how well they would work in the current situation. With that in mind, for the next game I will simplify it a bit by leaving each character with just their at-will powers and a daily power. The utility powers seem to be the ones that add the most confusion. This puts the adventurers at a bit of a disadvantage, so to counter that we will only draw encounter cards when a black triangle tile is drawn. This might be pushing it a bit too much in their favor though, and I'm guessing that some characters will be more nerfed than others.

I guess the only way to find out is to try it. Nice to have an alternative to HeroQuest and one that doesn't involve a DM.

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Newbie question - How to use templates with Gimp

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by tibia

Hi all!

Maybe this topic has already been addressed, but I don't know how to find it in the zillions of posts whistle

I never used Gimp and have a (hopefully) very simple question: I have one template, I see the levels in it, but don't know how to change the displayed text in each level.

Just imagine the Ally template: how do I change the Ally name (for example)?

Thank you!!! Carlo

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Same game but more dice - an idea (copied from Ashardalon)

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by theclergy

I am so new to this that my game is still on order but I read a lot about ease of the quest. Additionally, I like the "feel" of dice in my hand and I am supposing that 1d20 won't fulfill me.

1) Has anyone played with 2d10?
I realize you cannot get a "1" but you can still get the "20" to level up.
I did some math (I think) and came to the conclusion that you would have a 1-in-5 chance of rolling for a level up compared to an obvious 1-in-20, so that might be an issue.

2) How about using 3d6. You'd need a number for the level up, and your minimum role would always be a 3. Would this work? It would make the game more challenging, no?

3) For the weapons bonuses and such (I don't have the cards to get the actual figures) that I have seen on posted videos they are usually +6 or +8. Instead of taking the full bonus automatically could you treat that as a die-roll (in this case d6 or a d8)?

So you'd be rolling your 2d10 to attack (or even your d20) and then rolling a d8 because of your added skill or item. That's two or three dice in hand - that's what I'm going for.

4) Unrelated. Is there anything in the rules that would preclude you from finishing your assigned quest AND THEN always having to get out/escape/leave the dungeon? So you kill Ashardon or whomever and then have to navigate back to the entrance (running for your life!).

Feedback

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Zombie Attack!

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by nesges

I'm fairly new to LoD, but I instantly hated the idea of ending an adventure just because a single Hero died. Heroes should be able to finish an adventure, even if their friends are fallen. But dead Heroes shouldn't be doomed to be bored irl. So I came up with: Zombies!

* A Hero or Zombie that starts his or her turn at 0 Hit Points becomes a Zombie.
* All the Zombie's Items are dropped on the Cavern tile and may be collected by any Hero (if campaigning: uncollected Items are lost after the Adventure has ended)
* Move the Zombie's figure to the Start tile
* All Daily- and Utility-Powers are flipped
* HP are set to Surge value
* Zombies are slowed
* Zombies are obliged to use Daily- and Utility-Powers as soon as they become available. (not sure if this can ever happen in the standard game)
* Zombies are obliged to attack the closest Hero
* Zombies have no Exploration-Phase and don't trigger Encounters in their Villain-Phase
* Monsters treat Zombies as Heros
* Zombies may be revived by using a Healing Surge

What do you think?

In terms of Drizzt-Lore Zin'Carla would fit better than Zombies, but I think an unweakend, villainous Hero would become too much of an annoyance to the remaining Party.

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: out door tiles?

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by josezombiekillr

I'm loving the CR ,WoA ,and LoD board games and have been trying a campaign to link these games. The only problem I have is that I want Some out door settings. Basically I want the same type of tile system that the board games come with but with grass and rocks. I don't have any computer skills (I can print PDFs but that's about it) so I can't really go that rout. Does any one out there have any suggestions? (I'd like an official expansion but I don't see that happening)

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: *NEW* character classes, templates, bosses...

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Variant uses for Item tokens

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by tzgardner

Just some alternate ideas for some of the Item tokens.

Key - Find the key to open the locked vault. Key can be placed on a target tile at some amount of tiles into the pile.

Food - Gain HP

Torch - Use to put new tiles on all unexplored edges of your tile. One time use.

Map - Use to place 2 tiles on any unexplored edges. Do not draw any Encounter cards.

Lever - Use in combination with the Fissure tiles. Pull lever to toggle the closing and opening of the Fissures.



Any other ideas??

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: The War of the Spider Queen

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by Federico Guridi

Anyone create character for this series? Quentel, Pharaum, Ryld, Halistra... I believe I saw somewhere character cards, but I can not remember where.

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Looking for ideas to use Charon's Claw in Coop

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by cbarchuk

I love this weapon but hate that in LoD it's power is only useful against heroes. Does anyone have an idea to make Charon's Claw useful for Coop without being complicated and overpowered? One idea I was thinking is that Birdsong from ToA has an At-Will power that let's her give disadvantage to monsters on a roll of 18-20. That would kind of cool. Otherwise I don't really see a way to implement poison to monsters. Anyhow, I would love any simple suggestions you guys might have. Thanks.
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