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#1 Jack and THE Hammer

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Posted 02 February 2013 - 01:58 AM

Finally Descent second edition has arrive in italy and so we start plaing and, of course, questioning about it. But not as much as the first edition after all.

We notice some of our problems has born after the translation, so be patience with me if i'm asking something obviously written in the(english) core. 

 

i'm starting with few questions but i'm sure i'll add more next time we'll play.

 

1)isnt the "stand up" and "Revive" actions too strong? i mean, if an hero stand up itselfs he recover 2 power dice damage but ends immidiatly his turn (and its ok) but if he's getting helped, he recover the same ammount  and he still have his 2 action to perform! and his helper still have another one. usually the Healer of the group always have a tool to do that even at distance. So at the end all of end for 1 hero to consume 1 action.

my players suggest me to home rule this part and reduce the power dice to just 1 if the hero is helped to stand-up. waht you think about?

 

2) How the players (and the Ol) suppose to choose the next scenario in the act 1? The manual suppose we have to read all the mission first and then decide with one, or just have a random decision ?

i dont think so. For the Act 2 is very easy. left side -if the heros wins the act 1 map, right side if the OL has win that mission. the game itselfs show you the best map (i suppose) if you'have win before. So i think we miss the part that explain us how to decide in the act 1.

 

3)in the core it says about the champain: "regardless of the winner, both part recive  1 exp, and the winner will recive special reward written in the mission manual"

but  than in the mission core it repeat again "both part recive 1exp". so that exp adds to the basic reward (so 2 exp for both) or is just a refresh?

 

4) a model with the reack skill can ignore line of sight?  dor istance: i have an ettin with reach. hero 1 is adjacent to me, over stright him there are  hero 2. hero 1 block my line of sigh to hero 2. but i'm making a melee attack that can reach hero 2. i can harm him?



#2 Steve-O

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Posted 02 February 2013 - 03:16 AM

Jack and THE Hammer said:

1)isnt the "stand up" and "Revive" actions too strong? i mean, if an hero stand up itselfs he recover 2 power dice damage but ends immidiatly his turn (and its ok) but if he's getting helped, he recover the same ammount  and he still have his 2 action to perform! and his helper still have another one. usually the Healer of the group always have a tool to do that even at distance. So at the end all of end for 1 hero to consume 1 action.

my players suggest me to home rule this part and reduce the power dice to just 1 if the hero is helped to stand-up. waht you think about?

I don't think Revive is too strong, no.  With regards to healers having abilities that let them help fallen allies from afar, keep in mind that healing a KO'd hero will  stand him up, but it will not give him the two dice of healing from a Revive action.

The "Revive" action is an action all its own which must be conducted from an adjacent space.  Other healing effects do not imply the benefits of a "Revive" action simply because they recover wounds for the KO'd hero and get him back on his feet.

Jack and THE Hammer said:

2) How the players (and the Ol) suppose to choose the next scenario in the act 1? The manual suppose we have to read all the mission first and then decide with one, or just have a random decision ?

All players are allowed to read the entire quest book at any time.  The hero players are certainly allowed to choose "blind" without looking at the quest guide if they want to.  But they are also allowed to read all the Act I quests cover to cover and then decide which one to pick.

Incidentally, you are not required to play the Act II quests corresponding to the Act I quests you chose earlier.  You can choose to play the Act II quest for one of the Act I quests that was never chosen - the OL counts as having won the Act I quest as far as determining which of the two Act II's is available for an unplayed Act I quest.

Jack and THE Hammer said:

3)in the core it says about the champain: "regardless of the winner, both part recive  1 exp, and the winner will recive special reward written in the mission manual"

but  than in the mission core it repeat again "both part recive 1exp". so that exp adds to the basic reward (so 2 exp for both) or is just a refresh?

That's just a repeat of what the rulebook says.  Everyone only gains (automatic) 1 XP at the end of each quest, win or lose.

Ironically, the expansion quests from Lair of the Wyrm do not always reward this automatic XP, so the statement in the rulebook is actually not true once you get out of the core box quests.

Jack and THE Hammer said:

4) a model with the reack skill can ignore line of sight?  dor istance: i have an ettin with reach. hero 1 is adjacent to me, over stright him there are  hero 2. hero 1 block my line of sigh to hero 2. but i'm making a melee attack that can reach hero 2. i can harm him?

The English version of Reach explicitly states that the attacking figure must still have Line of Sight to his target, if it isn't adjacent.  If the Italian version does not say this, it's an unfortunate translation omission.



#3 Jack and THE Hammer

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Posted 02 February 2013 - 01:46 PM

 

I don't think Revive is too strong, no.  With regards to healers having abilities that let them help fallen allies from afar, keep in mind that healing a KO'd hero will stand him up, but it will not give him the two dice of healing from a Revive action.

The "Revive" action is an action all its own which must be conducted from an adjacent space.  Other healing effects do not imply the benefits of a "Revive" action simply because they recover wounds for the KO'd hero and get him back on his feet.

 

yes, ok, but i still think is too strong. our typical Stand-up trow results in 3/4 wound recovered (with no sourge). From distance the healer can heal about 3 wounds. so very close to a "revive" actions results.(i dont know how it will be in the future, maybe it will balance itselfs)

Even if not from distance, since now our healer has no problem to be very close to the wounded hero and take the revive action when it was requested and moving by taking fatigue. You can also recover fatigue by spending unused sourge, so is hard (not impossible, but hard) for them to have no fatigue left

 

All players are allowed to read the entire quest book at any time.

i wasnt mean they are not allowed to do that, but thats a boring and long thing to do. expecially if is your first time playng Shadow's Rune champain.

usually in my group we just decide a day of the week to meet up and play.  Not all of us have time to read all the mission book during the week. neither we like to spend half of the time during the game to read a lot of map and decide. So thats why i supposed there are a faster way to decide wich mission to take.

 

The English version of Reach explicitly states that the attacking figure must still have Line of Sight to his target, if it isn't adjacent.  If the Italian version does not say this, it's an unfortunate translation omission.

 

there are, but i just want to be sure. Some text can be interpreted differently. So thank you for confirming.



#4 Robin

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Posted 02 February 2013 - 05:34 PM

The healing at 3 spaces distance is aheroic feat: it only works once per encounter. If a hero is isolated, the OL can keep on ko'ing him turn after turn and the hero won't be able to do anything else but stand up. Are you conscious that heroes never die in Descent 2nd ed. ?
An adventure is only an inconvenience rightly considered. An inconvenience is an adventure wrongly considered.
G. K. Chesterton

#5 Jack and THE Hammer

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Posted 03 February 2013 - 12:18 AM

of course i do  :P

knocking out an hero is just a way to get some time to achive the OL goal.

but thats the point, i'm working hard to get some time and they rise as fast as i knock them out.

 



#6 Robin

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Posted 03 February 2013 - 09:53 AM

They loose an action to revive their pals ortheir whole turn standing up by themselves. Don't forget to draw a card each time you KO one. All this should advantage you in the end.
An adventure is only an inconvenience rightly considered. An inconvenience is an adventure wrongly considered.
G. K. Chesterton

#7 Jack and THE Hammer

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Posted 03 February 2013 - 10:48 PM

oh my..i totally forgot about the card….shame on me…

anyhow, i'll give it another try then.  i'll wait the time we'll be at the half of the champain and tell you again.

 

so another small doubt and thats it for now:

when the mission rules say "..and another group of monster at your choise" it'll include giant monsters?



#8 Robin

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Posted 04 February 2013 - 09:50 PM

Jack and THE Hammer said:

shame on me…
Don't worry. I miss that sort of thing quite often.complice

Jack and THE Hammer said:

i'll wait the time we'll be at the half of the champain and tell you again.
You are quite sophisticated: we usualy drink beer or soft drinks. Champaign is a sign of good taste.pillo

Jack and THE Hammer said:

when the mission rules say "..and another group of monster at your choise" it'll include giant monsters?
It can (if no special restriction is indicated in the quest itself).
The monsters you choose must match at least one of the trait icons displayed on the quest's page.


An adventure is only an inconvenience rightly considered. An inconvenience is an adventure wrongly considered.
G. K. Chesterton

#9 Jack and THE Hammer

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Posted 05 February 2013 - 01:15 PM

You are quite sophisticated: we usualy drink beer or soft drinks. Champaign is a sign of good taste.pillo

 

lol sorry, obviously i mean"campaign"

 

 






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