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Suggestions for altering Pit Trap, Tripwire, Nimble, and Guard skill


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#1 kerred

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Posted 15 November 2013 - 03:51 PM

I frequently play with all different kinds of people in the campaign, so I don't have a steady group.

 

One thing I would like to change is the traps and a bilities that involve interrupting someone moving into a single space.  It makes it difficult when I am welcoming new players that come into the game store, answering questions, and new players slowly moving step by step eyeing me for reactions.   It also can help with newer players who keep for getting they have a skill or ability that only has a minor window to respond to unless I remind them every time I move.

 

So what do you think of these revisions to the following cards:

 

Nimble Option #1 Skill (starting skill)

1 Fatigue - If you are adjacent to a monster during to your turn, exhaust this card to move up to 2 spaces to an empty space.

 

Nimble Option #2

1 Fatigue - If you are adjacent to a monster during your turn, exhaust this card to move up to 2 spaces to an empy space, moving through any obstacle or space occupied by a monster.

 

Guard Skill

2 Fatigue - At the start or the end of the Overlord turn, exhaust this card to declare an attack on one monster.

 

Guard Skill #2

2 Fatigue - when a monster begins or ends its activation, you may immediately declare an attack on that monster.

 

Pit Trap Option #1 (rename from Pit Trap to something else) - Play at the end of a hero's turn.  That hero tests Awareness.  If he fails, he is stunned.

 

Pit Trap Option #2 (can keep it named 'pit trap' assuming the ground gave way since the player stood there too long) - Play after a hero performs a non-move action.  that player tests Awareness.  If he fails, he is stunned

 

Tripwire - Play at the start of a hero's turn.  That hero tests Awareness. If he fails, his movement is reduced by 2 until the end of the turn. 

 

 

The whole goal is to revise these cards that interrupt moving once space at a time, and let newbies be able to go about their turn without having to watch me constantly or have me interrupt them or correct them until they 'finished' something.

 

I made multiple versions to avoid the discussion being about why the cards are a bad idea, or that I should just pay more attention to player movement, and more about what alternatives would be to the cards.   :)

 

Anyways, suggestions?  Thanks!


Edited by kerred, 15 November 2013 - 03:52 PM.

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#2 DeeJay507

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Posted 16 November 2013 - 04:42 PM

I think this problem can be solved without any modifications to the cards. 

Me and my group, just agree on one important rule for almost every game there is:

 

* You are always allowed to take back your or the opponent's move as long as no new information was revealed. (You may say that you attack monster but as long as you did not roll a dice you can change your mind.)

 

This means that when hero moves, I can say at any time, that he should do this slower this time. He takes his figure back, and does this slow, one space at a time, waiting for me to say ok or use some card. I do this randomly or when I'm not entirely sure I want to play a trap so that heroes are never sure if I have a card or not. We never ever say to each other that it is too late, or you said something so it is done now. It makes no sense to win the scenario because somebody forgot about some ability, there is so many of them, that it is easy to do. It also speeds up the game because players are not afraid to move figures as it is sometimes better to see what the outcome of a move would be. 


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#3 Kunzite

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Posted 16 November 2013 - 10:07 PM

* You are always allowed to take back your or the opponent's move as long as no new information was revealed. (You may say that you attack monster but as long as you did not roll a dice you can change your mind.)

 

I love this. I think we play by this rule without even saying it. I might steal your wording and present it to my group.


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#4 kerred

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Posted 17 November 2013 - 03:29 PM

Good suggestion, which is what I always do when.

 

Let me rephrase: I'm working on a 'play my mail' kind of Descent (or rather, something where turns can be taken without needing to react constantly).

 

So how would you suggest revising the cards so I don't have to respond to "i move 1 space" and instead can respond to "i finished my move"?

 

Or better yet:

 

"What do you think of these new skill changes?  How would you change it differently?  The only restriction is the skill can NOT be used during the middle of a player's move action (don't ask)"


Edited by kerred, 17 November 2013 - 03:37 PM.


#5 Robin

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Posted 17 November 2013 - 03:36 PM

Use the Vassal engine to PBeM.
It is easy to send a logfile and just react then send it back.
An adventure is only an inconvenience rightly considered. An inconvenience is an adventure wrongly considered.
G. K. Chesterton

#6 MadBat

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Posted 18 November 2013 - 01:37 AM

I don't like your revision of Nimble and also don't understand why you want to change it (and it's a big change).

Nimble in it's current form is an expansive card that allows your scout to avoid damage.

When a melee monster tries to go for the kill, you can pay a fatigue to keep your distance.

Sometimes, you'll escape with a single fatique, sometimes you'll need to spend far more to stay away from the monster.

Point is, it forces a miss or a double move from a monster as it can't reach you.

 

The way you change it, is to grant 2mv points for a single fatigue on your turn.

It looses it's purpose of a defensive move... for what gain?

I don't get the point and I think spending fatigue for a one time gain of 2mv is too much of a spending in xp for such a lame skill.

Actually, I even tend to remind the heroes of what skills they can use and I do tell the scout to use nimble to avoid dmg if he forgets it. After all, I did move knowing he had it and it was part of my plan. I want him to spend that fatigue.

I think Kunzite mentioned it several times that you need to mess with the heroes and tell them what to do. They will doubt you all the time ;)

 

After more reading, I think I don't like any of the changes you propose and fail to understand the reason.

The Guard skill is also suppose to be a defense move to protect the weak caster and the heavily damaged hero.

And you just turn it into an offensive move for no reason...

 

Regarding the traps, when I play with friends, I just tell them to perform there whole move action so I can see what the plan is and decide if I interrupt it at the start or around the end of the move.

We don't bother moving space by space and like mentioned above, we also use that rule that as long as no dices are rolled/dmg taken or new info divulged (as what cards I have), a move can be taken back.



#7 kerred

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Posted 18 November 2013 - 10:15 AM

You all make good points!  Okay, how about this as a challenge, disregard anything else I posted above:

 

1) Nimble Option #1 Skill (starting skill)

1 Fatigue - If you are adjacent to a monster during to your turn, exhaust this card to move up to 3 spaces to an empty space.

 

2) Nimble Option #2

1 Fatigue - If you are adjacent to a monster during your turn, exhaust this card to move up to 3 spaces to an empy space, moving through any obstacle or space occupied by a monster.

 

3) Nimble Option #3

Exhaust this card after a monster attacks you to move one space.

 

3) Nimble Option #3 - Rename Nimble to something similar.

Neither of the above, post your own.  Only restriction: can not be used during the middle of a move action.

 

That's probably what my first post should have been :)

 

For for Guard, what would you call this ability besides "guard"?

2 Fatigue - At the start or the end of the Overlord turn, exhaust this card to declare an attack on one monster.


Edited by kerred, 18 November 2013 - 10:18 AM.


#8 griton

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Posted 18 November 2013 - 10:26 AM

For things like Nimble or Guard, I think the simplest way to do it is to just change it to "when a monster ends or interrupts its movement adjacent to you". It won't affect them trying to move past you, but does let nimble allow for continually moving away as they close in, and it's in response to something other than just moving.

 

For something like Pit Trap, you could do the same thing as above. For tripwire, you could make it play when a hero declares a move action, and if they fail they only gain a single movement point from it.

 

Note that all of these still significantly change various options and strategies that are available to each side so should be done with caution. I much prefer just making sure that paths are well defined and allowing OL reaction cards to "back up" a movement along that path. For hero abilities, you always know whether it's available, so you can ask without giving anything away.



#9 kerred

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Posted 18 November 2013 - 12:12 PM

^ awesome, the "when a monster ends or interrupts its movement adjacent to you" I think is the perfect wording.

 

Time to hit Photoshop!  :D






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