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2E Dice


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#1 Pongle

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Posted 23 April 2012 - 05:08 AM

Reading through the two previews, I'm still trying to figure out what the 9 dice are going to be in 2E.

Red attack die

Blue attack die

Yellow range/surge/damage enhancer die

White defense die

Grey defense die

Black defense die

 

Anyone know anything about the other three? Is there a green melee enhancer or a silver/gold enhancer?

Thanks!

Loving the previews, hungry for more!



#2 SonOfEsparta

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Posted 23 April 2012 - 05:38 AM

Pongle said:

Reading through the two previews, I'm still trying to figure out what the 9 dice are going to be in 2E.

Red attack die

Blue attack die

Yellow range/surge/damage enhancer die

White defense die

Grey defense die

Black defense die

 

Anyone know anything about the other three? Is there a green melee enhancer or a silver/gold enhancer?

Thanks!

Loving the previews, hungry for more!

Actually I'm pretty sure dice distribution is as follows:

1 BLUE Attack die (the only one that can miss)

2 RED enhancement dice

2 YELLOW enhancement dice

1 BLACK defence die

2 GREY defence dice

1 BROWN defence die

And that's all I guess.

Bye!



#3 Unclechawie

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Posted 23 April 2012 - 06:09 AM

From the pictures we've seen, the above list is indeed correct.  From the looks of it, the Blue die is going to be used in most, if not all attacks, as every monster and weapon card we can find has the blue die printed on it.  It essentially replaces the 3 different attack dice.  Then you have the Red dice that are the extra damage dice and the Yellow dice that are the power dice (as it has surges).  The Black die looks to be the high defense die.  The Grey dice are the medium defense dice.  The Brown die looks to be the low defense die. 

What I'm waiting on right now is whether or not we can buy additional dice using fatigue.  I'm thinking no at the moment since we are seeing fatigue being used for things such as skills/feats, which I don't remember in the original. 



#4 Bleached Lizard

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Posted 23 April 2012 - 06:32 AM

It's possible/likely there'll be skills along the lines of:

Run

Move 1 space.  You may use this skill as many times as you like each turn.

Cost: 1 fatigue.



#5 IronRavenstorm

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Posted 23 April 2012 - 06:41 AM

Or you might be able to re-roll the dice for the price of a fatigue token.  



#6 Unclechawie

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Posted 23 April 2012 - 06:47 AM

 IMO that would be a waste of the card(s) it was printed on.  It should be inherent in the use of fatigue as it was in 1st ED.  Hopefully the won't go that route.

EDIT: Referencing the RUN skill.



#7 Pongle

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Posted 23 April 2012 - 07:10 AM

Thanks for the clarification.  I missed the red die not having an X on it.

That makes more sense now, but I kind of miss having the three different "flavors" of main attack die.



#8 Bleached Lizard

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Posted 23 April 2012 - 07:11 AM

Unclechawie said:

 IMO that would be a waste of the card(s) it was printed on.  It should be inherent in the use of fatigue as it was in 1st ED.  Hopefully the won't go that route.

EDIT: Referencing the RUN skill.

Unclechawie said:

 IMO that would be a waste of the card(s) it was printed on.  It should be inherent in the use of fatigue as it was in 1st ED.

Why?

I actually prefer it if these things are printed on skill cards, as it differentiates the characters.  Scouts should be good at running, warriors at adding to their attack dice, etc.



#9 Bleached Lizard

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Posted 23 April 2012 - 07:13 AM

Pongle said:

Thanks for the clarification.  I missed the red die not having an X on it.

That makes more sense now, but I kind of miss having the three different "flavors" of main attack die.

We do not know for certain that the red dice do not have an X on them.  It's a guess based on the fact that there are two of them.



#10 Unclechawie

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Posted 23 April 2012 - 08:59 AM

Bleached Lizard said:

 

Unclechawie said:

 

 IMO that would be a waste of the card(s) it was printed on.  It should be inherent in the use of fatigue as it was in 1st ED.

 

 

Why?

I actually prefer it if these things are printed on skill cards, as it differentiates the characters.  Scouts should be good at running, warriors at adding to their attack dice, etc.

I prefer that specific mechanic be open to every hero, not just whomever ended up with the skill card for it.  Again, simply my opinion and we'll see what they end up doing.



#11 Pongle

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Posted 24 April 2012 - 02:56 AM

Unclechawie said:

Bleached Lizard said:

 

 

Unclechawie said:

 IMO that would be a waste of the card(s) it was printed on.  It should be inherent in the use of fatigue as it was in 1st ED.

 

 

Why►

I actually prefer it if these things are printed on skill cards, as it differentiates the characters.  Scouts should be good at running, warriors at adding to their attack dice, etc.

 

 

I prefer that specific mechanic be open to every hero, not just whomever ended up with the skill card for it.  Again, simply my opinion and we''ll see what they end up doing.

 

I think it''s more along the lines of maybe heroes will have:

A CLASS card which gives some basic fatigue and surge options inherent to the class (i.e. 1F: move 2 spaces once per turn for scuots, 2F: roll an extra red die on this attack for warriors, etc.)

A set of SKILL cards which gives them additional, more specific abilities.

This will allow for a large number of varied heroes such that each play is a little different and interesting, which is something I really liked about 1E.



#12 Unclechawie

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Posted 24 April 2012 - 05:35 AM

Pongle said:

Unclechawie said:

 

Bleached Lizard said:

 

 

Unclechawie said:

 IMO that would be a waste of the card(s) it was printed on.  It should be inherent in the use of fatigue as it was in 1st ED.

 

 

Why?

I actually prefer it if these things are printed on skill cards, as it differentiates the characters.  Scouts should be good at running, warriors at adding to their attack dice, etc.

 

 

I prefer that specific mechanic be open to every hero, not just whomever ended up with the skill card for it.  Again, simply my opinion and we''''ll see what they end up doing.

 

 

 

I think it''''s more along the lines of maybe heroes will have:

A CLASS card which gives some basic fatigue and surge options inherent to the class (i.e. 1F: move 2 spaces once per turn for scuots, 2F: roll an extra red die on this attack for warriors, etc.)

A set of SKILL cards which gives them additional, more specific abilities.

This will allow for a large number of varied heroes such that each play is a little different and interesting, which is something I really liked about 1E.

A class card would be a little easier to swallow as it would allow all heros of that class the same minor skills, but would still prefer it to be open to all heros.



#13 Sausageman

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Posted 25 April 2012 - 12:22 AM

Unclechawie said:

From the pictures we''ve seen, the above list is indeed correct.  From the looks of it, the Blue die is going to be used in most, if not all attacks, as every monster and weapon card we can find has the blue die printed on it.  It essentially replaces the 3 different attack dice.

Hmm, not sure I''m in love with that idea.  I liked the fact that the basic attack dice had different damages on them, and different potential ranges.  What use is it for a melee warrior rolling 6 range but no damage►  Something like that wasn''t possible previously with the red dice.



#14 Unclechawie

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Posted 25 April 2012 - 07:12 AM

I''m not overly enthused about it either, however combat is being revamped, so we''ll see how it works out in the long run.  Also, from what we know of the dice, there are verying degrees of range and at least 1 damage on every side of the blue die that is visible in the photos, except the "X".  I would think that the lower the range the higher the damage and the higher the range, the lowe the damage.  I would also think that one of the lower range number is going to have a surge as well.

From the ones I''ve seen we have:

6 range, 1 damage, 1 surge

5 range, 1 heart

3 range, 1 heart, 1 surge (this might be a second heart, the picture is kinda fuzzy)

► range (too fuzzy for me to make out), 2 hearts, 1 surge

MISS

Unkown

I''m thinking the 2 sides where we can''t see the range are most likely 2 and 4.     



#15 Bleached Lizard

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Posted 25 April 2012 - 07:40 AM

 My deconstruction of the dice (what we''ve seen so far) can be found on BGG here:

http://boardgamegeek...ion-on-the-dice

I think the complexity of the dice from 1E (which is quite a dull form of complexity) is being replaced by simple dice that can be manipulated by complex skills (which is a much more interesting form of complexity).  Fingers crossed this is true…



#16 Sausageman

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Posted 26 April 2012 - 12:30 AM

Bleached Lizard said:

 My deconstruction of the dice (what we''ve seen so far) can be found on BGG here:

http://boardgamegeek...ion-on-the-dice

I think the complexity of the dice from 1E (which is quite a dull form of complexity) is being replaced by simple dice that can be manipulated by complex skills (which is a much more interesting form of complexity).  Fingers crossed this is true…

I didn't see an issue with the 'dull complexity' though.  You KNEW that if you rolled the blue dice, you could get good range, but the damage wouldn't be so great (and arguably you aren't putting yourself in harms way, so why not have this negative), but if you rolled the red dice, you had the potential to wallop someone (with the downside being if you missed, you had an enemy stood infront of you about to hit back).  The white dice was the wild card with decent damage, though not as much as the red, decent range, though not as much as the blue, but lots of surges to trigger magical effects.  I liked this, meant characters 'felt' difference.  And from a 'game' perspective, it meant there was less fighting over dice….

Making there be only one default attack dice is an unwelcome over-simplification from my perspective.  A shame, it's the first thing I've seen of this 2nd edition that I haven't really liked.



#17 Bleached Lizard

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Posted 26 April 2012 - 01:05 AM

Sausageman said:

Bleached Lizard said:

 

 My deconstruction of the dice (what we''ve seen so far) can be found on BGG here:

http://boardgamegeek...ion-on-the-dice

I think the complexity of the dice from 1E (which is quite a dull form of complexity) is being replaced by simple dice that can be manipulated by complex skills (which is a much more interesting form of complexity).  Fingers crossed this is true…

 

 

I didn't see an issue with the 'dull complexity' though.  You KNEW that if you rolled the blue dice, you could get good range, but the damage wouldn't be so great (and arguably you aren't putting yourself in harms way, so why not have this negative), but if you rolled the red dice, you had the potential to wallop someone (with the downside being if you missed, you had an enemy stood infront of you about to hit back).  The white dice was the wild card with decent damage, though not as much as the red, decent range, though not as much as the blue, but lots of surges to trigger magical effects.  I liked this, meant characters 'felt' difference.  And from a 'game' perspective, it meant there was less fighting over dice….

The implication there is that heroes in 2E won't feel different from each other.  But we can't really tell that for sure until we see what the skills are like.  Maybe the skills will make the heroes feel much more different from each other than they ever did in 1E, and we'll all forget about the silly differences in the dice.

Hopefully.



#18 Unclechawie

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Posted 26 April 2012 - 04:27 AM

Bleached Lizard said:

Sausageman said: 

I didn't see an issue with the 'dull complexity' though.  You KNEW that if you rolled the blue dice, you could get good range, but the damage wouldn't be so great (and arguably you aren't putting yourself in harms way, so why not have this negative), but if you rolled the red dice, you had the potential to wallop someone (with the downside being if you missed, you had an enemy stood infront of you about to hit back).  The white dice was the wild card with decent damage, though not as much as the red, decent range, though not as much as the blue, but lots of surges to trigger magical effects.  I liked this, meant characters 'felt' difference.  And from a 'game' perspective, it meant there was less fighting over dice….

 

 

I'm not so sure that combing the 1st ED Red and Blue dice into the 2nd ED blue die makes that much of a difference. 

The 1st ED blue die had the following

MISS

2 Range, 2 Heart

3 Range, 1 Heart, 1 Surge

3 Range, 1 Heart, 1 Surge

1 Range, 2 Heart,

4 Range, 1 Surge

The 1st ED red die had the following

MISS

1 Range, 3 Hearts

0 Range, 4 Hearts

1 Range, 3 Hearts, 1 Surge

2 Range, 2 Hearts

2 Range, 1 Heart, 1 Surge

The new die looks to fairly comparable (I'd say slightly better) to the old blue die.  In comparison to the red die, 3 of the sides match or are exceeded by the old blue die.  The new blue die at this point only seems to be lacking on 3 sides (though it may be only 2 since we haven't seen the last side yet).   Still farily comparable, especially, if the last side has 3 hearts on it.  Overall a meshing of the two disce isn't an extremely large difference though still takes away possibilities.



#19 Sausageman

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Posted 30 April 2012 - 01:10 AM

On that note, I'm not really sure why the old 1E red die had range on it at all.  It was a melee die, nothing else…

It's only a minor complaint.  There's FAR more to take in on the new preview…



#20 Kartigan

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Posted 30 April 2012 - 02:43 AM

Sausageman said:

On that note, I'm not really sure why the old 1E red die had range on it at all.  It was a melee die, nothing else…

It's only a minor complaint.  There's FAR more to take in on the new preview…

There was a couple of times you would use the old red die for its range value, such as with Rolling Boulders.






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