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Puer

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Posts posted by Puer


  1. IronRavenstorm said:

    I agree with you, but I don't think that it will be enough for those people who want this to be an RPG. 

     

    I think the best change in this regard is the obviously varying objectives for the OL (1st objectives were solely 1) harass heroes, 2) kill enough fast enough to deplete conquest to nothing)

    With the removal of conquest there does not appear to be any more generic all scenario win condition for the OL.  Win conditions are now dependent on the scenario, just as it always has been with the heroes.

    So, I guess my biggest hope is for a wide variety of quests (possible quest expansions?)  which would really challenge both the players and the OL to meet stated objectives above and beyond killing hero's and killing baddies.  Although a good 'run in an kill da big boss' scenario is good now and then also.  I wonder what the OL objective would be in a 'run in an kill da big boss' scenario?


  2.  My perspective from looking at the previews is that the balance in second ed is going to be very much dependent on the scenarios themselves.

    Primary reasons for this thought:

    1) No spawn cards.  How much the OL will be able to swarm the hero's is going to be entirely dependent on the scenario. (Although this does also make it sound like traps and events will play a bigger role in hero harassment)

    2) No obvious win condition with Player kills (such as was the conquest points in 1ed).  Combo'd with number 1 above, it's hard to imagine being able to swarm enough monsters in to keep all hero's KO'd at the same time (especially with 4 hero's), although this is entirely conjecture.  So it appears that win conditions are also going to be entirely dependent on the scenario.

    With so much dependent on the scenario, it's easy to imagine a situation in which the scenario objectives themselves are either radically in the OL favor or radically in the Player favor.

    But really, this isn't so different from 1st ed, with some scenarios being significantly in the OL favor and some in the heroes.

    I'm definitely looking forward to designing my own scenarios.  Come on support page rules!


  3.  My favorite mind game in this whole strange fifth dimension descent world:

    Looking/moving diagonally through the boulder: You can see through it fine, but it takes one extra movement to get to the other side.

    Looking/moving straight through a boulder: You can't see through it, but it doesn't disrupt movement in the least.

    That's pretty trippy, don't think about it too hard.

    -Bubba


  4. A good rules lawyer will always argue the rules in his favor.

    Is there a specific rule that states that the one weapon which you use in battle must be beneficial to the battle?  In the case of something like the Ice Fang, you could declare that it is the one weapon you are using, but it would do you no good.  In the case of the wrathborn wand it becomes a bit more ambiguous.  Especially since there are weapons with two different abilities such as the sword of light which add to strength in battle and add to craft in psychic combat and can clearly be used in either situation.

    -Bubba

    P.S. I agree though, per the post above, we disallowed use in battle.  I would just like more of a rule to stand on than "it doesn't make thematical sense."


  5. This situation came up:

    A rules lawyer obtained the wrathborn wand and elected to use it in a battle.

    The wrathborn wand has the following abilities: It adds one to craft in psychic combat, and as a secondary ability, if your attack roll is less than your craft, you may roll an additional die and add this to your attack roll.

    We had never previously had anyone attempt to use the wand in battle and so ruled against this, as it is thematically a "craft weapon" and I am a social conservative who abhors change.

    However, the rules lawyer has a valid point.  There does not appear to be any rule stating that you cannot use craft based weapons in battles, and the secondary effect on the wand triggers off the attack roll, which does not appear to specify battle or psychic combat.

    This would obviously make the wand a guaranteed better weapon than any +1 str weapon if your craft is higher than about 4+.

    I would like to hear others thoughts on this as to how you would have ruled.

    -Bubba


  6.  Hi all,  my group recently started using a house rule of sorts which we stole from a game called Prophecy (similar to Talisman in certain respects).

    The rule is that when you fight, rather than rolling a die for yourself and someone else rolling a die for the enemy, you roll two different colored die at the same time, one for yourself and one for the enemy.

    We decided to grab a couple of enemy dice and try this out with Talisman and found the results to be terrific.

    It resulted in less time to decide who gets to roll for whom, completely eliminated cheesy tactics such as seeing the enemy roll and then deciding to use/not use some combat enhancing spell/item.

    In fact it worked out so well that I thought I would come share it with the community.  Has anyone else tried this and found similar good results? Bad results? What do you think?

    On a side note, what color is best for enemy dice?  I currently use blue and am thinking of grabbing deep red or red/black.


  7.  I searched the forums and came up with more confusion than answer on this question, plus no official answer, so here goes:

    With Danse Macabre alternate ending, 1) can death be sent by the "character on CoC" to the inner region?, and 2) can a result of 5 send death to another character in the inner region including the "person on CoC"?

    My group plays that with Danse Macabre revealed, Death can indeed go in the inner region including on a roll of 5 back to "person on CoC".  Another group I play with plays that only the "person on CoC" can send death to inner region and no other character can send death to the inner region.  The other posts I've read seem to indicate that there is another strain of thought out there that noone can send death to the inner region, even the person on CoC.

    I am just curious if there is an official answer, and what other groups do.


  8.  EDIT on the above post

    I just reread your post Shnar and realized I read it wrong.  I downloaded from FFG site, not BGG, so it looks like Mike  Z's is still the one available at FFG and has not been updated, and Tilesystem is an entirely different editor available at BGG.

    So no, I didn't download the new one as I said in my previous post.


  9.  Thanks,

    The new one is the one I downloaded, and just took a quick look at it and didn't see any new monsters/tiles.  Also, it looked the same as Mike Z's old one.

    I didn't realize there were player made updates available at BGG, I'll have to check that out.

    Thanks again.


  10.  Noone has yet to mention the Sprite/Pixie/Fairy, whatever the hell that little thing with wings is called.

    Worst character ever.

    The ability to have two spells all the time is generally no more powerful than the many other characters ability to have 1 spell all the time, and less powerful than warlocks ability to have full complement all the time.  I would even put it as less powerful than druids ability to gain full complement on woods.

    The ability to evade in woods/forest is pretty much useless and highly situational.

    The starting with str 1 is crippling.  Absolutely nothing in the ways of skills or other stats makes up for this starting handicap.

    The fairy has to get extra lucky to pull off anywhere's near a decent strength just to not die, and can't even make up for it by attacking other char's in psychic combat.

    Overall, the only two characters I can think of that have never pulled off a win in our games are the Sprite and Necromancer, and I don't think that's the necromancer's fault, he's just unlucky.

    There's no fixing the sprite, if you draw her, cry, and then attempt the fastest way to kill yourself and redraw.

     

     


  11.  After playing many games with all current expansions, I would say that highland is well balanced with the dungeon and the inner region path.

    When we first started playing with highland, the current fad had been to beat the lord of darkness by 8+ and teleport directly to the crown.  This was making the inner region very lightly used, as it was seen as just as quick to snowball a medium level character in the dungeon as try to get a talisman and go through the inner region.

    Therefore, when highland came out, with eagle king much easier to beat, much earlier than lord of darkness, and a chance at Arknell to TP directly to the crown with only an average 8 in a stat, this quickly became the "in" way to win.  So much so that we toyed with houserules to restrict the ability to teleport directly to the CoC.

    However, what the arknell really did was point out to us players that we were wasting a lot of time in the dungeon snowballing to crazy stats before entering the CoC.

    Since then characters have been going for the arknel, going for the inner region path, and going for a high dungeon win, mostly depending on what happens to be the most obvious path for their character in their particular situation in the game, sometimes switching mid-game to different strategies.

    Overall, when the dust settled, we've seen at least two games where there is one character about to enter the CoC through the inner region, another character about to teleport with the flight potion/arknell and a third character about to be able to trounce the Lord of Darkness by 8+.

    The fact that all of these three ways to get to CoC are back in use and apparently require about the same amount of turns to complete tells me that the highland is well balanced with the rest of the game, and that no change need be made to the inner region for heroes to use it.

     

    Incidentally, I was thumbing through the treasures again and noticed the second ability on the cloak of feathers is better than the arknell.  None of our heroes have ever taken the cloak of feathers as a prize, preferring the book of lore, wand of dragonfire, totem staff, bag of holding, etc.   Has anyone else noticed the arknell used extensively and the cloak of feathers untouched?


  12.  Slight change from original poster's comment, but figured it didn't need a new thread:

    I just downloaded the scenario editor again to see if anything had changed from a couple years ago, and saw no change.  Are there any current plans in the works for an update to the scenario editor that includes expansions?


  13.  So what "according to the RAW" (which I have read several times and still can't find an answer from) are you using for the "target defense" when you are making an opposed check which is "vs. target defense" ?

    My method seems to be working alright, and as it is the only method I have used, I cannot comment on how it compares to other methods.


  14.  I would assume that if the opponent is not trying to avoid being hit is when you use the 1 <P> typical attack.

    If the opponent is trying to avoid being hit, I would always make it opposed.

    My only question is, what are people using for the "target defense"?  Agility? Defense from armor/items? Both added together?

    I've been using both agility+defense from equipment for the number, but I'm not sure this is covered in the guide.


  15. I will cast my vote for the (IDS) Independent Dice System.

    That is the best name I have heard so far.  I like the sound and feel of "Independent".  It invokes the feeling of strong unique leadership, forging ahead of other systems and  which can serve as a unique example to other systems.  It also aptly describes the system based on the unique dice characteristic.  Also, it rolls down to a nice short acronym in IDS.

    And to those of us who apparently believe that innovation does not count if it builds on older ideas:

    "If I have seen further it is only by standing on the shoulders of giants."  - Sir Isaac Newton


  16. If this has been covered recently, blame the search function in this forum.  I couldn't get it to yield anything near halfways useful results.

     

    I was wondering if anyone had heard any news on an updated scenario editor, newer than the one currently linked on the build your own maps page.

     

    Thanks for any info.


  17. Minti-me said:

    Same for the overlord if they're putting two dark charms and animate weapons and a couple of ambushes in each dungeoun the players will also loose interest...

     

    That is exactly what my wife likes to do as overlord, and it doesn't make the hero's lose interest.  On the contrary, knowing that she potentially has animate weapons, some dark charms, possibly a spell of frost and crushing blows lights a fire under our hero butts and we make for the third level exit like the devil himself is chasing us.

    Nothing says joy like finding out that we just exited the third dungeon level with three cards left before the overlord cycles and those three cards include an animate weapons and a crushing blow.

    I personnally don't think the OL or the hero's need nerfed.  Rapid fire is just a range characters version of a blast attack, and animate weapons/crushing blow are some of the more dire threats the hero's face which makes being a hero so exciting.

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