Right, so yesterday we had a 6 hour power outage. All that I had was a single emergency light in the corridor and nothing really to do. So, I sat under the light and played solo Dungeon Dice for about 3-4 hours. Played two 4 player games and one three player game and here's what I came up with.
-Definitely no need for 2x monsters. With the extra monsters that were added as stretch goals, the number is prime. More variety is always nice, but duplicates would only increase cost, not quality of game
-More artifacts is definitely a must. In one of my 4 player games, the winner came out with 2 monster trophies and 2 artifacts. The last artifact he picked up to win was the last one in the bag and it kinda sucked to think "great, i get the dreggs of the special weps"
-More spells is definitely a must and more times to use them would be good. It was just my luck, but I drew a lot of curses and not many spells from the one use bag. I didn't end up using stun very much because I think the weighting should be different. The probability of a monster rolling majority of ones or twos is low. The majority of player rolling ones or twos is higher. The probability of stunning out twos is low. This makes the optimal stun situation very unlikely. Considering the fact that you will stun out your ones and his ones, you might only get 1-2 damage 33% of the time. There was a situation where the monster had three 2s and I had 2 ones. While getting six out of it would have been great, I didn't want to risk the 17% chance at great against a 33% chance of bad. With that, I recommend the stun to be changed to 1,1,1,2,2,0
-classes and races will be a great addition to the mix. It will really add a lot to dynamic of the game
Right, I also had the chance to think up a few new items that might add a bit more diversity.
Spells:
Fissure - Flip X dice upside down (assumes that dice are weighted in the same way as 1-6 dice. opposite pairs are 1-6, 2-5, 3-4)
Bound Weapon - Roll any weapon you otherwise could not legally hold (Obviously would only be useful for players, not monsters)
Steal - Monster steals treasure from you. If player then loses battle, the weapon is lost.
Artifacts:
Bound Sword - A low damaging sword that uses 0-H to hold (can be used with two other 1 handed weapons or one two handed weapon)
Sword1/1/Sword2/2/Sword0/0
Staff - Staffs can reroll enemy spells 1 handed
Staff2+scroll/Staff3/Scroll/2+scroll/3/Staff2
Full armor - Shield with 100% success rate
Shield0/Shield1/Shield1/Shield3/Shield+scroll/Shield+sword
Treasures:
Staff - 1 handed weapon that allows rerolling of spells
Staff0/Staff1/Staff2/1/1/2
Staff + 1 - Much like the other special weapons released in the 11 dice freestyle play group
Staff+spell/Staff1/Staff2/1/1/2
Blocking Sword - Sword item with chance to block an attack
Sword1/Sword2/Sword+Shield/1/2/3
Spells and Races:
I had the feint idea that it might be nice to increase a way to gain fame. This did lead me to the idea that leveling up classes might be a possibility. Here's the idea. Races are simply class level dice. At the beginning of the game, you pick a race die. These races learn at different speeds, but also have different abilities. They are much like the hero dice in that they show experience gained in classes. Classes, as far as I could produce, go up to level 4. The class die has six faces, with two being blank, and the other four contain symbols pertaining to abilities. These abilities can only be unlocked by choosing to put the experience from defeating a monster toward your hero level or your class level. Gaining enough experience in your class (by rotating your race die) unlocks the abilities
Races:
Orc - The orc learns slowly, but can hold two 2-Handed weapons at a time
1(1)/2(1)/3(1)/4(2)/5(2)/6(2)/7(3)/8(3)/9(3)/10(4)
Human - The human is generally normal race with only the ability to learn more quickly than others
1(1)/2(2)/3(2)/4(3)/5(3)/6(4)
Elf - The elf can nimbly avoid losing battle by rolling 1 d6 and avoiding damage on a roll 4-6
1(1)/2(1)/3(2)/4(2)/5(3)/6(3)/7(3)/8(4)
Lizardman - The lizardman always has the eye ability (roll monster dice before fight), allowing him the foresight to determine whether he's strong enough to defeat this monster
1(1)/2(2)/3(2)/4(2)/5(3)/6(3)/7(3)/8(4)
Dwarf - The Dwarf has the benefit of choosing from a strong armory of treasures, allowing him to take 3 at the beginning of the game
1(1)/2(1)/3(2)/4(2)/5(2)/6(3)/7(3)/8(3)/9(3)/10(4)
Classes:
Thief
Lvl 1: Sneak - Run away from a losing battle with no wound
Lvl 2: Pick Lock - Same as the hammer. Avoid need for key to open locked chest
Lvl 3: Backstab - Turn one lvl die to 4 (max face)
Lvl 4: Treasure upgrade - Turn one potion treasure to chest or chest treasure to locked chest
Berserker
Lvl 1: Enrage - Roll one extra level die
Lvl 2: Kill - Execute monster if same level as your hero level
Lvl 3: Taunt - Increase monster level by one (you may choose not to do this)
Lvl 4: Tackle - Reroll monster dice
Mage
Lvl 1: Spell - Roll a free spell
Lvl 2: Counter - remove spell from monster
Lvl 3: Summon - summon trophy monster
Lvl 4: Pestilence - Reroll all monster sixes
Knight:
Lvl 1: Shield - reroll 1 monster die
Lvl 2: Strength - reroll 2 of your hero dice (two swords)
Lvl 3: Beckon - Call one hero into battle if help is needed
Lvl 4: Mulligan - Reroll monster level
Cleric:
Lvl 1: Heal - restore 1 health
Lvl 2: Foresight - roll out battle and decide to fight (same as spear + eye)
Lvl 3: Divine choice - Select treasure to be taken from winning
Lvl 4: Bless - reroll own dice
So yeah, let me know what you think of this idea. If you think having 6 possible faces that must be unlocked, I'm up for it. However, with that. the game would take longer to make a level 3 hero with a level 4 class, so if I give it a whirl, I'd probably play to 5 fame.