Playtest Notes from 7/25/19

My friend Jason came over and we played a 2 player game of Underworld. He chose the Knight-Errant and the Firebrand and I played the Treasure Hunter and Austringer. We both completely forgot to use our Hero Powers for the game. This made this run through the game feel pretty grim. My Austringer ended up with a Madness (Sadistic) and Jason’s Firebrand was wounded during the game. Had we both remembered to use our powers, neither would have happened… so balance is probably just right.

Changelog/Action Items:

  • Text that says “Foe heals +1” is confusing - perhaps shorten to Self Heals +1 or just simply Heals +1

  • Change Worm Tongue name to Hellmouth. Rename primary attack from Hellmouth to Worm Tongue

  • At the beginning of combat, all players can use 1 item (like a potion, or item ability) before combat rounds begin.

  • When a hero gets a wound, that takes them out of the combat. They recover half their Health at the end of the combat and come back into play.

    • On a TPK, the players lose half their gained Colony Resources and the Expedition ends.

  • Should probably considering disallowing Big Foes to be Stunned. It is too easy for the players to “stunlock” them rendering the fights much easier. Consider making Stuns reduce their Speed by 10 instead.

  • Armor Decisions

    • The starting armor decisions are weak and need to be re-evaluated. +1 Protection is still the “correct” choice. Need to consider other options for the +Max Health choices. Some ideas:

      • Increase Max Health values

      • Stress “Armor”

      • Regenerate After Battle

      • Add Utility effects to +Health Armor decisions (I like this one the most)

Our heroes are locked in an epic struggle with the Hellmouth and friends…

Our heroes are locked in an epic struggle with the Hellmouth and friends…

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Concepts for the Hellmouth

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A Tempest Witch appears!