![]() Because of #3, Player's "chance of victory" in the game stays closer together. In Armello, only quests/special spaces/ or combat has effects, and the variety of the effects (prizes, damage, temporary debuff, rot infection, or death and respawn) is tighter and more predictable.Ĥ. ![]() Visiting any one space can get you a permanant stat boost, do nearly nothing, or cause a permanant stat penalty including the nearly player destroying "Toad" status- with little way to predict what will happen to you in turn. ![]() The variety of space outcomes is gigantic in Talisman. ![]() Armello uses a dice pool so combat can deal 0-10+ damage to both fighters at once, but victory is less swingy.ģ. Dice combat in Talismen is a single D6 roll added to a stat, exceeding the monster's roll kills the monsters (they only have 1 HP) while not exceeding the monster causes the players to lose 1 hp (they have 3-5 usually). While Armello has 3 NPC monsters and PvP, with approimate 15-20 statpoints, Talismen has dozens of different monsters ranging from difficulty 2 to 12+ and battle based on either physical or magic. You can't control your movement well, in Armello you visit 3 hexes each turn in line, in Talismen you must move what your D6 rolls even if you "overshoot" your target.Ģ. Special spaces with a Roll table of postive and negative outcomes like Armello's dungeons.ġ. The Endgame goal is in the center of the board, guarded by dice challenges.Ĥ.
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