10-16-2018, 01:20 PM
Yeah I think "normal" is a good starting location. You can change it on the fly, though.
"Challenging" - you-get-what-you-get with dice rolls. No modifiers. Characters are dead if they go negative by more than their constitution.
"Normal" - damage against you is -20%. Characters are dead if they go negative by more than constitution two times in one outing ("death's door" is when they hit the first death and can be fixed by sleeping at an inn).
I play challenging but I turned on death's door. Playing without that death's door is just aggravating because you're always one lucky crit away from having a dead character.
And I think the #1 tip to take from everything in this thread is the idea to not accept your advancement to level 2 until you have purchased the mercenaries you want. It is nice to have a selection of characters to rotate in and if you wait to do it later it's super expensive to add mercs. I advise a dedicated magic user and a dedicated ranged guy of some sort. Storyline characters are short on those.
"Challenging" - you-get-what-you-get with dice rolls. No modifiers. Characters are dead if they go negative by more than their constitution.
"Normal" - damage against you is -20%. Characters are dead if they go negative by more than constitution two times in one outing ("death's door" is when they hit the first death and can be fixed by sleeping at an inn).
I play challenging but I turned on death's door. Playing without that death's door is just aggravating because you're always one lucky crit away from having a dead character.
And I think the #1 tip to take from everything in this thread is the idea to not accept your advancement to level 2 until you have purchased the mercenaries you want. It is nice to have a selection of characters to rotate in and if you wait to do it later it's super expensive to add mercs. I advise a dedicated magic user and a dedicated ranged guy of some sort. Storyline characters are short on those.
