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* AuthorsSavingThrow: Developer interviews following the release of ''Forgotten Circles'' details certain changes that would not be in use going forward after they weren't well-received by players. Most notably, the concept of not introducing enemies at the beginning of the round: This would force players to stop playing in order to gather this new foe's cards and set them up.
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* AuthorsSavingThrow: Developer interviews following the release of ''Forgotten Circles'' details certain changes that would not be in use going forward after they weren't well-received by players. Most notably, the concept of not introducing enemies at the beginning of the round: This would force players to stop playing in order to gather this new foe's cards and set them up.
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* FanNickname: Because the names of the non-starter classes are considered spoilers, players typically use the symbol on the box to refer to those characters. The [[spoiler:Berserker]], for instance, is called the Lightning Bolt, whereas the [[spoiler:Soothsinger]] is called the Music Note. Of course some of the less clear icons are a little less helpful, such as the [[spoiler:Doomstalker]] being usually referred to as "angry face," and everyone has basically collectively just agreed to call the [[spoiler:Beast Master]] class Two-Minis (due to it being the only class with two miniatures), rather than trying to decide what to call that symbol. This also lead to the misnaming of the [[spoiler:Summoner]] as the "Concentric Circles" class, despite the symbol having non-concentric circles. Most of the community have just shifted to calling it "circles" at this point though.
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** The developers have also acknowledged some of the issues with this system as well, and Frosthaven will include some updates to deal with the most common complaints. First, an "inspiration" system that allows smaller parties to complete personal quests faster (while not affecting large groups), and, rather than a static personal quest deck available from the start, adding new quests to the deck as players progress, helping avoid the issue of having a quest that cannot be completed for many scenarios.
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** On the negative side, many goals are incredibly specific, meaning that depending on where the players are in the game, the quests will either be completed quickly and easily, or will take dozens of scenarios, including repeating scenarios, in order to accomplish them. Plus the fact that players have no information about the thing they are unlocking until the quest is finished, so a player might spend weeks of real life time waiting to unlock a class only to find out they have no actual interest in playing it.

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** On the negative side, many goals are incredibly specific, meaning that depending on where the players are in the game, the quests will either be completed quickly and easily, or will take dozens of scenarios, including repeating scenarios, in order to accomplish them. The quests do not scale with players, so some that may be completed at a reasonable rate with multiple players may take far longer with smaller groups. Plus the fact that players have no information about the thing they are unlocking until the quest is finished, so a player might spend weeks of real life time waiting to unlock a class only to find out they have no actual interest in playing it.
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* ThatOneRule: The interaction between advantage and rolling modifiers is widely considered an ObviousRulePatch to limit the number of situations where it's unclear which of the two attack modifiers are drawn is better or worse. While the base rule for advantage is extremely simple,[[labelnote:*]]draw two attack modifiers, take the better one[[/labelnote]] and there's a very intuitive way to scale it up for rolling mods,[[labelnote:*]]if either mod drawn is a rolling mod, keep drawing until you reach a terminal mod and consider the whole stack when deciding if it's better[[/labelnote]] the actual rules as written are effectively three different rules depending on whether you drew zero, one, or two rolling mods.[[labelnote:*]]0: Take the better terminal mod. 1: Combine your rolling mod with your terminal mod to determine your attack. 2: Just keep drawing until you get a terminal mod, and resolve the attack as if you didn't have advantage.[[/labelnote]] Additionally it leads to the unpopular behavior of it being possible to miss on an advantaged attack without any curses in your deck.

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* ThatOneRule: The interaction between advantage and rolling modifiers is widely considered an ObviousRulePatch to limit the number of situations where it's unclear which of the two attack modifiers are drawn is better or worse. While the base rule for advantage is extremely simple,[[labelnote:*]]draw two attack modifiers, take the better one[[/labelnote]] and there's a very intuitive way to scale it up for rolling mods,[[labelnote:*]]if either mod drawn is a rolling mod, keep drawing until you reach a terminal mod and consider the whole stack when deciding if it's better[[/labelnote]] the actual rules as written are effectively three different rules depending on whether you drew zero, one, or two rolling mods.[[labelnote:*]]0: Take the better terminal mod. 1: Combine your rolling mod with your terminal mod to determine your attack. 2: Just keep drawing until you get a terminal mod, and resolve the attack as if you didn't have advantage.[[/labelnote]] Additionally it leads to the unpopular behavior of it being possible to miss on an advantaged attack without any curses in your deck. Jaws of the Lion resolves this issue by simply not having rolling mods.
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* ThatOneRule: The interaction between advantage and rolling modifiers is widely considered an ObviousRulePatch to limit the number of situations where it's unclear which of the two attack modifiers are drawn is better or worse. While the base rule for advantage is extremely simple,[[labelnote:*]]draw two attack modifiers, take the better one[[/labelnote]] and there's a very intuitive way to scale it up for rolling mods,[[labelnote:*]]if either mod drawn is a rolling mod, keep drawing until you reach a terminal mod and consider the whole stack when deciding if it's better[[/labelnote]] the actual rules as written are effectively three different rules depending on whether you drew zero, one, or two rolling mods.[[labelnote:*]]0: Take the better terminal mod. 1: Combine your rolling mod with your terminal mod to determine your attack. 2: Just keep drawing until you get a terminal mod, and resolve the attack as if you didn't have advantage.[[/labelnote]] Additionally it leads to the unpopular behavior of it being possible to miss on an advantaged attack without any curses in your deck.

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** On the negative side:
*** Many goals are incredibly specific, meaning that depending on where the players are in the game, the quests will either be completed quickly and easily, or will take dozens of scenarios, including repeating scenarios, in order to accomplish them. Plus the fact that players have no information about the thing they are unlocking until the quest is finished, so a player might spend weeks of real life time waiting to unlock a class only to find out they have no actual interest in playing it.

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** On the negative side:
*** Many
side, many goals are incredibly specific, meaning that depending on where the players are in the game, the quests will either be completed quickly and easily, or will take dozens of scenarios, including repeating scenarios, in order to accomplish them. Plus the fact that players have no information about the thing they are unlocking until the quest is finished, so a player might spend weeks of real life time waiting to unlock a class only to find out they have no actual interest in playing it.

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* BrokenBase: The Personal Quests. Some players think it's a good way to encourage changing up the party roster and giving rewards to work towards. Others dislike it because the procedures are very specific and, depending on the quest itself, might cause players to replay already-completed scenarios to unlock them.
* ThatOneSidequest: Scenario 72, the Oozing Grove. The player is tasked with destroying three trees that constantly spawn Oozes. Oozes being monsters that constantly spawn copies of themselves and are very hard to beat, this makes that scenario very difficult.

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* BrokenBase: The Personal Quests. Some players think it's Quests, although a majority can agree the system brings both good way to encourage and bad.
** On the positive side, it results in a
changing up the party roster and giving rewards to work towards. Others dislike it because the procedures are very gives characters a specific and, depending on the quest itself, might cause players thing to replay already-completed scenarios work towards, plus a satisfying accomplishment when they get to unlock them.open a new box or envelope.
** On the negative side:
*** Many goals are incredibly specific, meaning that depending on where the players are in the game, the quests will either be completed quickly and easily, or will take dozens of scenarios, including repeating scenarios, in order to accomplish them. Plus the fact that players have no information about the thing they are unlocking until the quest is finished, so a player might spend weeks of real life time waiting to unlock a class only to find out they have no actual interest in playing it.
* ThatOneSidequest: Scenario 72, the Oozing Grove. The player is tasked with destroying three trees that constantly spawn Oozes. Oozes being monsters that constantly can spawn copies of themselves (which, themselves spawn more copies) and are very hard to beat, this quite dangerous in their own right, can makes that scenario very difficult.difficult.
** This issue can apply to all quests with oozes really. It's not uncommon to end up fighting 10 oozes (the max amount that can spawn) in any scenario they appear in, and parties without good range and area damage will often find these among the toughest scenarios in the game. Conversely in some situations they will simply not attack and just split until they fill up the space they have (doing damage to themselves in the process) only to be easily cleaned up by the party without ever actually fighting back.
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* BrokenBase: The Personal Quests. Some players think it's a good way to encourage changing up the party roster and giving rewards to work towards. Others dislike it because the procedures are very specific and, depending on the quest itself, might cause players to replay already-completed scenarios to unlock them.
* ThatOneSidequest: Scenario 72, the Oozing Grove. The player is tasked with destroying three trees that constantly spawn Oozes. Oozes being monsters that constantly spawn copies of themselves and are very hard to beat, this makes that scenario very difficult.

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