Je compte faire des parties à objectifs réduits, du genre le premier qui réeussi une quête bleue gagne le jeu.. je ne pense pas m'embarquer pour la grande partie avec mes petits. J'ai trouvé pas mal de modifs intéressantes sur le net pour améliorer la vitesse du jeu:
1) Ramping level-up costs - First level takes 1 xp, second 2, third 3, fourth and above, 4.
This along with the faster start below greatly increased the pace of the game, and all but eliminated the slow (and boring) ramp up of the default
experience system. This change means you gain a level immediately on your first green, and you quickly get up to around yellow level in power, with a
smoother progression to blues and the endgame in general.
2) Start with 3 Gold AND your first level Talent
Provides an initial boost to power, and lets you get up and running with a decent item and some help during early encounters.
3) Roll highest to determine starting player, then let the players choose their starting town
Avoids early PvP scrumming, helps players pick out both an area to explore, and which market stacks they want to be near.
4) Deal TWO market cards to EVERY town, and when a player goes shopping, draw TWO market cards
With the monstrously huge market stack this is the only way we could even hope to see a fraction of it, and it also increases the chances of an item
showing up that is useful to your character, as well as cutting down on the time-lost pain of going to town.
or
dealing one market per town PLUS 1 OF THESE : four shops, five including general market, splitting between weaponsmith, armourer, tavern [allies],
enchanter [artifacts, runes, magic items, etc])
6) 'Softer' Knockouts.
A player who is knocked out loses his highest value item/ally or his gold (if it his highest amount). If tied, the player choses what to lose.
OR
you don't lose your highest iem/ally.
Vous en pensez quoi?!?