Quote:
Originally Posted by chrispedersen
Quote:
Originally Posted by Edi
Bad events are the whole bloody point of misfortune. If you take it, then you run the risk of being ruined by that misfortune early on, tough luck. Even if it does cost you the game in the first few turns. On the other hand, with Misfortune 3, you just got 120 points extra to spend on dominion, magic paths and/or other scales which should presumably offset the problems of the misfortune scale.
Misfortune is already one of the most widely used scales, so why the hell should it be nerfed just so people can feel they can safely take it? Can anyone give me any actual viable reason why this should be?
The best solution I can see is increasing the maximum number of possible events per turn, as that would scale both luck and misfortune a lot better, especially in large games.
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The problem is edi, as I tried to point out before, is that other people pay the price for *you* taking unluck. I'm not talking scales.
If a player takes misfortune 3.. and gets knocked out of the game on turn 1 - or even in the first year - it unbalances the game for the remaining players.
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That's what I've been saying, also.
Not only does it mess the game up for the rest of the players but it actually hurts them worse than it hurts you. You're quickly out and can devote your time to a new one.