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Made in us
[MOD]
Solahma






RVA

Interesting analysis from the Bad Karma blog. I found it via the FB group for Frostgrave.

Problems
Frostgrave Rewards Killing More Than Objective Play – When either by lucky rolls or good play or both, one player gets ahead on the board (eg luckily kills one of his opponents’ casters, or gets a few soldier kills, etc), it is no longer good play for that player to leave the board with treasure counters. Rather, it is better for him to keep his soldiers on the board and push on wiping the opponent off the table, since that gets you all of the treasure anyway, and likely more than you would be able to carry off.

Unlimited Game Length - Because the game length is unlimited, there is no urgency to remove your treasure tokens from the board and unless there is some kind of agreement between players, the game can actually stalemate quite easily over the last treasure counter or two, with neither side wanting to make a break for it, and neither side having a compelling reason for their soldiers carrying treasure to actually leave the table with it when they could continue to fight instead.

Frostgrave Rewards Wizards For Killing Stuff – but it doesn’t reward them the same for doing all of their other cool things such as movement tricks, heals, or debuffs. We found that our damage-focused Wizards outlevelled our Sigilist and Witch significantly (by 6 levels over 3 games) and this didn’t seem fair; it just makes damage spells a no-brainer, which pushes the game away from “do cool stuff with my wizards” into “make my wizard a walking turret”

Snowballing – when one Wizard gets a small advantage from a won game, uses this to win his next game and get a bigger advantage, and continues to get exponentially better until no one can keep up with him – we observed this after just one game! This also happens through dumb luck on treasure rolls – for example, in one game I won 4-2 in treasure and my treasure rolls netted me nearly 1000g plus some items, whereas my opponent from two treasure rolls picked up just 80g.

Too Easy to Buy/Sell/Upgrade - Because you can buy and sell whatever you want whenever you want, it’s very easy to simply sell every scroll, potion, and item that you find or make and then buy your ‘perfect combination’ of Wizard and Apprentice items. It took me just 3 games to have both my casters in full magic gear; not only did that contribute to the snowball, but I felt like I’d “done” my magic items already and took a bit of the excitement out of the campaign for me (short of losing them to a close call, at which point I’d probably just buy them back). In the same vein, it’s far too easy to simply drop an injured soldier and buy a new one, and it’s too easy to simply buy a pile of base upgrades all at once after a big haul of treasure.

Wizard Death - This is more of an early game problem that will likely go away later on, but that said; if a Wizard dies early (pre level 10) then the loss of levels combined with the loss of all of your gold, items and soldiers is devastating. It’s incredibly difficult to go anywhere from that point, as even a non-snowballed enemy Warband are likely to have levels, items, and higher solider quality over you.
Solutions:
Game Length Restricted to 5 Turns

We had some debate about this length (and whether to use random length) but we settled on what we knew empirically:

- We’d seen more than one 4-2 treasure win in 5 turns, so we knew that it was possible to do well in this amount of time
- There was generally 3-4 treasure left on the table at the end of turn 4, so we knew that 4 turns was probably a bit short
- Wiping out a warband in 5 turns was possible but not easy, wiping out a warband in 6 turns had been done a few times, but mostly it took 7+ turns to do so

This led us to 5 turns as our fixed game length, which seems like a good number; it’s not so short that you can’t claim multiple treasure tokens and maybe even some that are on the other half of the board (especially if you have decent movement and/or movement spells), but it is short enough that grabbing treasure feels like a scramble and the game is exciting. It is also generally not long enough to wipe out an enemy warband, which promotes objective play over simple combat.

From a narrative perspective, we figured there were a number of reasons for this. Frostgrave is a dangerous place; the sounds of battle, Wizards casting spells, and the attraction of heightened magic use for creatures like Wraiths mean that Wizards don’t exactly want to end up in a pitched battle lest they suddenly become swamped with wandering monsters. Frostgrave is also an inhospitable place, and the warbands would likely not want to spend more time in the cold than necessary or prudent – no one wants to get caught in a sudden blizzard or ice storm.

Worth noting, is that this turn limit is intended for a 3×3 table (a “standard” Frostgrave table). If you regularly or even occasionally play on a larger table, you’d certainly need to increase this to match your specific games.

You Only Keep The Treasure You Steal!

To further promote objective play over straight combat, to tie in with the limited turns mechanic, and to stop “wipe enemy warband for a 6-0″ syndrome, we decided that you only get to keep treasure that you actually move off the board.

At the end of the game, any treasure that is still not off the table – whether it is carried or not (the soldier or caster drops it as their warband retreats!) – is worth 25xp to both Wizards. This also in part gives you a reason to stop the enemy making off with tokens beyond simply denying them treasure, something that we felt was a bit lacking in our games too (“oh well, it isn’t worth my time to try and catch that guy anymore, might as well let him have that treasure”).

No Kill XP For Wizards, More XP For Spellcasting

It really didn’t sit well with us that our Sigilist and Witch were so far behind our two Elemental Bolt casters for no reason other than kills, and it wasn’t fair mechanically either. I really wanted to play an Illusionist, but why would I when schools with access to Elementalism are just as effective and I can get 50-160xp for casting Elemental Bolt rather than 10? We did consider simply reducing kill XP down to lower numbers – from 40/80/150 to 10/20/30 or similar – but the principal remained the same; why should a damage spell be rewarded more than a timely weapon enchant or leap?

We decided to completely remove kill XP for Wizards, and bump XP per spell cast up to 20xp per cast to compensate.

Too Easy to Buy/Sell/Upgrade (by Lotan/Dave who wrote our out of game changes)

The major change to the way the postgame sequence is handled was to add some structure to it. In the situation where you and some friends are playing informal ad hoc games but want to level your wizards and buy items, the current system is brilliant, but these changes may help bring some balance to a long term campaign. I also wanted to impose some fluffy narrative limitations on the warbands actions that would also help prevent runaway wizards.

One of the biggest changes that I wanted was a limit on what could actually be done by the warband between games. It struck me that you get your big list of hard won loot, then you do the typical computer game thing of running to the nearest NPC vendor and unloading your items on him like some spoilt kid with unwanted Christmas presents. Once you’ve got rid of these “rare and treasured” artefacts it’s straight down to what felt like Tesco Extra Frostgrave (Walmart to our US comrades) to buy literally anything you wanted. This took a lot of the fun out of it for me, because you have these cool items that you should be using, but there is no incentive to keep them. This magical relic blade gets melted down in a “cash4gold” type scheme and there seems little value to items you find. You can also access whatever grimoire you want, which seems to favour the “metagamey” players more than the fluffy ones, or equip everyone with whatever potions you choose, allowing for potential gamey tactics.

To address this, I added in some limitations on both what you could do, and what you could buy. The only people in your warband of any note are your wizard and your apprentice, and their time is limited. So the first change I made was to how you buy and sell items. I needed to change it from the feel that there was a single multinational magic item hypermarket sitting on the edge of Frostgrave to the wizard or apprentice heading out with a few men to try and find the travelling caravan crazy enough to be heading through the ruins, and to emphasise the fact that these artefacts are relics of a bygone age. By limiting the items the trader is carrying, it leaves the player salivating at the chance to buy his Staff of Power (3) if he comes across one. Spellcasters are now limited to selling relevant items only to relevant vendors (what does that smith really need with a potion of speed?), and only having a list of 3 randomly generated items to choose from per visit to a vendor between games. Now, if you really want to get the item you want, you could send both spellcasters to the same type of vendor, increasing your chance of rolling the correct item – representing the resources and commitment shown to hunt out that fabled ring or staff!

The next problem we found was that bases could be upgraded far too easily. One of our players (it was me! – Calmdown) had literally bought every one of the upgrades he wanted to have by the 3rd game. Again, to limit this, the “Oversee Improvements” action was added, showing that the spellcaster has to oversee his peons and ensure that they don’t foul things up.

Whilst visiting the Frostgrave Tesco/Walmart, it did sometimes seem like there was also a recruitment agency there; lost a soldier? Here’s another! Soldier injured? Retire him and get a new one! It all seemed a bit too easy to find recruits in the frozen city. To try to add a more narrative bent to this, I wanted to make the spellcaster have to work for it, so he now has to take a trip out of Frostgrave to outlying towns to find people to hire or buy dogs for his warband, spend his time buying supplies and armour to upgrade that thug’s gear to make him a tracker, or hiring barbarians from local brothels. This also led to a change to Carrier Pigeon in the optional rules (as it isn’t very useful in the default rules); the Carrier Pigeon upgrade now allows you to hire a single soldier of any type without using an action, as the wizard sends out calls for new recruits to outlying towns by pigeon.
“Barbarian deaded. Please send another. Love Brian the Wizard.”

Finally, as an extra for Warbands who have really tough or unlucky games, I added the “Scour the Ruins” action. The idea for this was that it is a pity action, worthy of the mockery of the other wizards. You didn’t get any treasure? Send out your men to pick through rubbish and snow troll dung in search of undigested rings or trinkets. It’s not glamorous, but if you’ve got nothing else to do, hey, it’s gold!

Wizard Death (by Lotan/Dave who wrote our out of game changes)

There is one last thing that I want to talk about, and it is a point on which the Frostgrave community seems divided: opinions on how survivable wizards are. In one camp you have the people who think “Hey, wizards are squishy, they’re supposed die if you’re not careful, it’s fluffy”, then in the other camps you have more of a “Hey, wizards are the heroes, you want them battered and bruised – but if this is true fantasy, I want to care about my wizard’s life and accomplishments, it’s fluffy.”

Personally, after playing a few games, I find myself falling into the latter camp. I want my wizard to be Gandalf in my stories, to not truly die, but be brought back from the brink scarred but unbroken. I want more J.R.R Tolkien than George. R.R. Martin. I want Tiberius the Undying, vanquisher of the Frost Giants, tamer of the Great Wolf, not Ted the 3rd, identical to every other wizard who got squished but with 10 less levels. To represent the more “Tolkienesque” style, I created an optional change to the injury chart. Now, instead of a 10% chance of death, the Wizard can continue with injury whilst also adding a cool story to add to his saga. I imagine my Wizard rolling this result to have been left for dead, stripped clean by brigands, and attacked by all manners of evil as he hauls his broken body through the ruins to his camp; he comes stumbling through the door, points angrily at his apprentice with an accusatory look and then collapses from exhaustion. In game terms, I changed the “dead” result to give an injury, lose all items, but gain some experience as the Wizard overcomes his trials.
See here for the full article.

This message was edited 3 times. Last update was at 2015/07/27 22:33:47


   
Made in gb
Stubborn Dark Angels Veteran Sergeant





Teesside

I think that a lot of the progression balance problems could be dealt with by ensuring you mostly play games with 3+ players, so you get temporary alliances and bash-the-leader stuff going on. I'm a fan of limiting the actions (especially buy/sell) you can do between games though. In particular, I never much liked the 'magic shop' vibe from bad D&D games...

I like limited turn length. Someone else suggested a weather table with a snowstorm as one roll, meaning that eventually you'd have a natural end to the game -- you just had to find your way home in the snow with what treasure you already had. I liked the idea but would probably increase the chance of a snowstorm every turn. The idea is that your warband hangs around at its base looking for a break in the weather, then nips off to a likely treasure site to grab what they can, constantly watching the skies for another storm that will drive them back. This makes encountering other warbands every time you gather treasure, more plausible, too. I probably wouldn't bother with the other weather effects as they'd likely mess with game balance too much, but a d20 roll after Turn 5 and every turn thereafter, snowstorm happens on 14+, would work for me.

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Made in us
Battlefield Tourist




MN (Currently in WY)

So basically, it has the same problem as most campaign games then? Once people start leveling and winning they can get unbalanced very quickly.

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Made in gb
Stubborn Dark Angels Veteran Sergeant





Teesside

Yeah, though it looks like most of the issue comes from the magic items / gold rather than from the 'leveling up' aspect.

My painting & modelling blog: https://www.dakkadakka.com/dakkaforum/posts/list/699224.page

Serpent King Games: Dragon Warriors Reborn!
http://serpentking.com/

 
   
Made in us
[MOD]
Solahma






RVA

Yes, it is hard to imagine that leveling up really gives wizards an unbeatable advantage.

   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

The levelling up is just a benchmark for how far the warband as a whole has progressed, I think. Sure, a few more spells and some focus on preferred spells, but it is more a tip rather than bulk of the iceberg issue.

What it will tend to signify though, is that you can afford better henchmen too, and a higher general stat line can work in your favour. Having everyone decked out in magic items can act as a fulcrum in your favour, which is why the bulk of the article doesn't address the XP of Wizards as much as the Out of Game turn sequence.

This message was edited 1 time. Last update was at 2015/07/29 12:22:13


 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Fixture of Dakka






Lancaster PA

Thanks for posting that article, that is very interesting!

I had noticed the issue with utility spells being less valuable to cast than direct damage spells. I was planning on running a Witch and was a tad worried about that. I wonder how much of that might be cured by upping the casting rolls needed for direct damage to make them more manageable? It will be interesting to try out different things.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

But won't Witches and Sigilists be brewing up potions and writing grimoirs between games to sell off? So less XP, but more cash?
   
Made in gb
Been Around the Block





There's at least one spell that gives +50xp every time you're out of game. Not amazing, but pretty solid.

I did notice that there's a major issue with the XP system, though. That's why I decided to go for an elementalist led warband.
   
Made in us
Fixture of Dakka






Lancaster PA

Well, you can make 1 potion/grimoire per game, and their selling price is ok, but not fantastic. I don't know that they will really catch up that way.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
Longtime Dakkanaut





I think the problem is that if you utterly mitigate the chance of snowballing, and over-powering in a campaign game, you then eliminate the sense of increasing in power.

With Strange Aeons, we went the opposite route of the game's over-lord player always having a scaling point size, meaning you always faced a proportionally challenging force. The problem though, is that players don't ever get that wide-view of their progress where lowly Cultists who used to be a threat are not slaughtered en-masse, really clearly showing you how far you have come.

In the end... its player's choice. Fundamentally you can have one, or the other, but really cannot have both.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
[MOD]
Solahma






RVA

I think tightening up the game's economy would have the greatest impact. Specifically, I would (a) limit inventory and (b) limit the market. On point (a), the only stock available would be whatever war bands carry out of the ruins or the players' wizards make. On point (b), I would limit the NPC market to buyers (so no catalog-shopping for magic items).

This message was edited 1 time. Last update was at 2015/07/30 17:32:18


   
Made in us
[DCM]
.







Point b) will be very helpful.

If magic is rare, there should be far more buyers than sellers!
   
Made in au
Longtime Dakkanaut





This is great thanks for posting
   
Made in us
[MOD]
Solahma






RVA

 Alpharius wrote:
If magic is rare, there should be far more buyers than sellers!
Right and it also makes sense in terms of why these guys are all so eager to risk their lives exploring Frostgrave. "Fortune and glory, kid."

   
Made in gb
Fixture of Dakka






Glasgow, Scotland

Now for the expansion set in a foreign city where the exact same thing happened as in Frostgrave because some adventure sold an artifact to a tricksy wizard...
   
Made in us
[MOD]
Solahma






RVA

Don't worry, they have top men working on such things.

Top men.

   
Made in us
Fixture of Dakka






Am I reading it right in that models can only drink their own potions, and cannot use them on other figures?

If so, what's the point in an Apothecary?

"The Omnissiah is my Moderati" 
   
Made in us
[MOD]
Solahma






RVA

The rules for an apothecary (and only an apothecary) to give someone else a potion. If an Apothecary is in base contact with another figure, he can spend an action to use his healing potion on that figure. That figure immediately regains 5 health. Other figures may not exchange items during a game unless specifically stated in the rules.

http://www.lead-adventure.de/index.php?topic=80477.msg992363#msg992363

   
Made in us
Fixture of Dakka






Thanks for that! It was how we were gonna play it anyway.

Surprised that wasn't in the rulebook...

"The Omnissiah is my Moderati" 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

How much of an in-game advantage does a richer/more experienced warband actually gain? Reading the rules, it looked like two very different power level warbands wouldn't actually be at that much of an advantage or disadvantage so I'm curious to hear actual campaign play experience.
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Had a game last night. Ironbovin played a Thaumaturge, I chose a weird Summoner blend.

As we started setting up, we realized that it was quite possible to game the system in treasure placement (to minimize conflict and difficulty of retrieval), so we randomized that (very rapidly). I had an extra treasure due to reveal secret.

Warhounds are great to tie up missile troops. Missile troops are gods among mortals.

We were unimpressed with armour values. We had either both middling rolls and no damage was dealt, or superlative results that ended in near kills. Thaumaturges are great to keep their troops alive, although it does tie up resources. So, paying for more armour and thus less movement, was not a good choice, in our minds. We decided to hold the game to 5 turns, to give it a bit of urgency... although once the arrows start flying I felt very keenly that running away with treasure was a valid option.

Spells are not all created equal. Grenade is potentially powerful. Leap is just ungodly. I had read the FAQ with the author about using to wisk away models carrying treasure tokens, and with the rewording of the spell... it's just very powerful. It is not offensive, but 10 inches on a treasure carrier pretty much guarantees that token is safe. I would add a sentence to that spell saying that Leap is the only movement allowed for a model that turn. (I had a model carrying a treasure which activated with my wizard, which did it's 3 inches of movement, then Leapt for an extra 10 inches. Sure, he couldn't move for the rest of the turn, but did I really need that extra 1.5 inch?) I failed to cast Summon Daemon and Possess on three casting attempts, but ridiculous margins. My spellcasters were very weakened by that.

Post game sequence was weird. He gained more experience than I did, even though I had 4 tokens to his 3. But I got, essentially, 630 gc after all was said and done. There needs to be a limit to the types of goods and services you can sell or acquire. Otherwise, I have a much better warband starting next game. I started with 3 thugs, a tracker, an archer and 2 infantrymen, and will not start, probably, with treasure hunters, a ranger, 2 barbarians and a couple of hounds on top of the few I keep from the first game.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
[MOD]
Solahma






RVA

As/when we get around to running a campaign, I am going to propose that the only magic items available for sale are ones found by the players. Any item can be sold to the NPC shop at the usual price under value (or less) if the shop can afford it. My current idea is that players can buy magic items in two ways: (A) from the NPC shop or (B) directly from another player at whatever price the seller accepts. For this to work best, I think there should be a prearranged time for buying from the NPC shop and it should work like an auction (reserves set at above cost to NPC but below value). The shop can then purchase further items according to any profit it makes. The shop would begin with several random items and a certain amount of gold.

This message was edited 4 times. Last update was at 2015/08/05 15:11:52


   
Made in us
Fixture of Dakka






Lancaster PA

What about just jacking up the prices in the shop to 2x the book value? So players can still buy what they want, but it is a 4:1 ratio of stuff in:stuff out or so?

I am imagining playing with my wife, and her deciding that she would rather burn items than see them in my hands. She is monstrous in Catan...


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
[MOD]
Solahma






RVA

I'm not just trying to balance gold to XP. To me, the idea of players buying whatever they want undermines the whole setting concept of the game.

   
Made in us
Fixture of Dakka






Lancaster PA

Fair enough. It just seems that with enough resources you could find anything that comes out of the city (assuming there are many more bands looting it than just yours and your opponent's). Just my take on it.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
[MOD]
Solahma






RVA

This is obviously a matter of taste to some degree. But looting the city is super dangerous. So if there are already so many warbands doing it that your wizard can buy whatever whenever then it would it would be stupid and/or insane for him to venture into the ruins personally. To me, the more reasonable interpretation of the setting is, Frostgrave has just begun to thaw and only a limited number of sites are even accessible. This is why warbands always run into each other. And of course at this point the only way to get the items and knowledge buried there is to go and brave the dangers yourself.

This message was edited 1 time. Last update was at 2015/08/05 15:45:13


   
Made in us
Fixture of Dakka






Lancaster PA

"your wizard can buy whatever whenever"

Bear in mind that I am talking about boosting the prices in the book by 2 times. Even 3-4 might work. That isn't "whatever whenever" in the "there is no real scarcity" sense. That's "I trade just about all my loot from one successful run to source one specific item." Scarcity doesn't mean things are impossible to get, just that you have to be willing to outbid a lot of people to get them.

Besides, why assume that there are a small number of bands going after a small number of sites? Why not a large number of bands going after a moderate number of sites, with quite a few getting killed off in the process? You get one wizard who faced a party wipe staggering out of the ruins with some treasure and thinking "Screw this noise... I am selling this off and retiring some place warm."

I am not saying your version doesn't work, just that it isn't as though Frostgrave is the only place to get magical kit, just that there is a LOT of it in one spot, in a way that makes it attractive to looters.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
[MOD]
Solahma






RVA

Like I said, it is partly a matter of taste. I prefer the more "personal" flavor for two reasons: (A) it makes magic items feel more special and (B) the players are pretty much the only wizards around. To me, it is better and more suitable to the RPG roots of the game if the characters and items have stories behind them. The wand we found in the ruins protected by the cave troll when I almost got killed by that summoner's demon is better than the wand I paid X gold for out of game.

I get what you're saying about scarcity and accessibility being different. But it still makes magic items feel "cheap" in a narrative sense if there's a staff store that carries all the staves, regardless of how expensive it is to buy them.

This message was edited 1 time. Last update was at 2015/08/05 16:56:42


   
Made in us
Dakka Veteran





Charleston, SC, USA

I think I'm going to push for a dead rising event at turn 5+. The fighting will eventually begin to wake the dead and start spawning zombies every turn after. Gives a good reason to bug the hell out or make a last dash for treasure if you're brave enough without having to end the game outright. Longer you stay the more dead you have to fight off.

Plus I will finally be able to use all those damn zombies.
   
 
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