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Only warriors class in a party


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#21 Demoncow

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Posted 10 April 2014 - 07:14 PM

 

To me there is no "quickie" with this game, even First Blood takes more than a hour with my playgroups.


Trust me, for FFG games, that quick. :P

The very fact that you can say "more than an hour" instead of "more than four hours" proves that FFG has improved the game in this regard, compared to first edition.

 

Haha, my group doesn't actually have this problem at all. First blood is 20 mins max.


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#22 BentoSan

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Posted 10 April 2014 - 09:05 PM

Perhaps one way to give a 2v1 hero game more favor to the heroes may be to give them 3 actions per turn. Upon doing a stand up action they get to take 1 turn. That might go a long way to helping the balance, it would also play testing of course but it is something to think about.



#23 Indalecio

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Posted 11 April 2014 - 01:47 AM

 

To me there is no "quickie" with this game, even First Blood takes more than a hour with my playgroups.


Trust me, for FFG games, that quick. :P

The very fact that you can say "more than an hour" instead of "more than four hours" proves that FFG has improved the game in this regard, compared to first edition.

 

 

I have never played D1E but I heard about how lengthy this game is. That's also what's pulling me out of the hype around Myth. That just suits a very specific type of playgroup. I own a few other FFG games and you are correct that Descent must be one of the shortest ones :) Talisman, Arkham Horror, BBTM, BSG etc. These are all very long games. Although one could argue that Descent could be the longest in fact if you consider campaign play, but we can probably agree that it is not the same thing. For me personally (and speaking for my own playgroups), this format that is Descent is awesome. It allows us to play RPG-like adventure games without the huge time investment. These small play sequences fit very well in our session window.  Many of us have D&D backgrounds, and now have families and jobs and so on but this game allows us to immerse ourselves again in this type of game without the need for booking a whole sunday staying in the dark playing one single RPG quest.

 

 

 

To me there is no "quickie" with this game, even First Blood takes more than a hour with my playgroups.


Trust me, for FFG games, that quick. :P

The very fact that you can say "more than an hour" instead of "more than four hours" proves that FFG has improved the game in this regard, compared to first edition.

 

Haha, my group doesn't actually have this problem at all. First blood is 20 mins max.

 

 

Yeah the playgroup I was talking about is reaaaaly slow at making decisions. I sometimes ask them to wake me up litterally once they've come to an agreement as for in which order the heroes would be playing this turn. What's annoying me too is that they move the minis around as part of their planning, which forces me to remember all initial positions. 

 

I tried a couple of times to explain that decisions are always mitigated by luck on the dice roll, but they still need to plan for every action before they start executing their plan. Something bad things happen on the dice roll, let's go plan again from scratch. Who said the OL was the evil man, lol.


Edited by Indalecio, 11 April 2014 - 01:50 AM.


#24 Sixko

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Posted 11 April 2014 - 02:25 AM

 

Yeah the playgroup I was talking about is reaaaaly slow at making decisions. I sometimes ask them to wake me up litterally once they've come to an agreement as for in which order the heroes would be playing this turn. What's annoying me too is that they move the minis around as part of their planning, which forces me to remember all initial positions. 

 

I tried a couple of times to explain that decisions are always mitigated by luck on the dice roll, but they still need to plan for every action before they start executing their plan. Something bad things happen on the dice roll, let's go plan again from scratch. Who said the OL was the evil man, lol.

 

 

Haha, I feel you! My group is the same and to be honest I do the same thing as well when playing as the heroes.

Im almost thinking about trying to house rule some kind of time limit to keep the game sessions shorter :)


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#25 Light Bright

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Posted 11 April 2014 - 04:12 PM

Yeah the playgroup I was talking about is reaaaaly slow at making decisions. I sometimes ask them to wake me up litterally once they've come to an agreement as for in which order the heroes would be playing this turn. What's annoying me too is that they move the minis around as part of their planning, which forces me to remember all initial positions.


I tried a couple of times to explain that decisions are always mitigated by luck on the dice roll, but they still need to plan for every action before they start executing their plan. Something bad things happen on the dice roll, let's go plan again from scratch. Who said the OL was the evil man, lol.


Haha, I feel you! My group is the same and to be honest I do the same thing as well when playing as the heroes.
Im almost thinking about trying to house rule some kind of time limit to keep the game sessions shorter :)
4vs1 campaign is the only way and the loooongest way to play it. D1 was longer then this one? Ouch!

Edited by Light Bright, 11 April 2014 - 04:13 PM.


#26 Carbini

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Posted 11 April 2014 - 05:51 PM

GF and I just started the new shadows of nerhkal campaign and we decided to take it down to three heroes (1v1 players) just to speed up the game a bit and so we didn't have an overload of abilities to remember. I'm playing heroes this time around and the intro quest came down to the absolute wire.

 

She had 3 citizens stolen and would have consumed the fourth for the win on her turn. My apothecary and zerker were both down and her lieutenant (my win condition) was far away and around a corner, but at 2 health remaining. I had to move and stamina push, giving myself a single attack. I rolled a 4 damage attack, no surges, and she rolled a 2 on defense which gave me the win. Even then, I only really got out with 25 extra gold from what the quest would normally give on an overlord win (she pulled 3 threat from the quest as well so... yea...).

 

Point being for now: yes it was the first quest, but it was crazy close even though were are playing with 3 heroes. Our rolls were pretty even. I had a few misses and a LOT of blank defense rolls, but she missed a couple times with her master ironbound. I'll have to see how the rest of the campaign goes but it doesn't seem unbalanced. I felt like I had to really push for a good strategy to win, and was pretty worried when I missed a few important shots.

 

I think 3 heroes is just fine, but agree that the best situation is 5 players running 4 heroes and an OL. Don't be afraid to run it with any amount though. There is enough room to make mistakes, and also dice are heartless bastards...






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