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Thundercles

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Everything posted by Thundercles

  1. wait, doesn't it say "after being interrupted"? Isn't the whole interruption the resolution of the Guard Token? Sure, there is rewinding, but only after the attack is made. Right?
  2. One could also argue that it is a Board Game, not a pen and paper RPG. One still wouldn't get very far.
  3. The definition of obstacle escapes even the designers of the game. That being said, in the AoD rulebook's component list, the list of new props doesn't mention fog, aside from a mention of "30 Obstacle Markers". If you add up the Corrupted and Fog markers in the game, they account for that obstacle listing, so Fog was technically an obstacle when it was first designed. Of course, since RtL, the word obstacle has lost all definition, and things that were obstacles before (Pits) don't get included in most attempts at redefining what an obstacle is (such as "blocks movement"). The most recent listing of obstacles is not comprehensive but does not include Fog, since it's just a list of Post-RtL obstacles. There's also a completely incorrect listing of "relevant obstacles" in the FAQ, but it's certainly not comprehensive and should not have been billed as such. Long post short: Fog is an obstacle, you can't spawn in obstacles. EDIT: You know, I just realized that obstacle refers to two different things in this game and the rules: movement obstacle and LoS obstacle. Furthermore, those meanings might very well be intended to be kept separate: obstacles for the purposes of the Sniper upgrade are not necessarily obstacles for the purposes of playing the Crushing Block card, and vice-versa. Thinking about it this way, all of the inconsistencies in defining "what is an obstacle" make sense: which meaning of "obstacle" you get depends on the context. Sigh.
  4. Yeah, it doesn't make sense to include off-hand weapons in the frost roll because they don't actually roll for damage.
  5. Huh, I guess I always assumed that having LoS granted the ability to attack stuff, and that you could assume the stairs were each 1 space away from each other. That way, Blast 3 from one side of the stairs would be able to hit the other. However, I think you're right, you can stand on one staircase and blast the crap out of the other and not suffer any ill effect. It's always so easy to mistakenly add third dimension mechanics into this board game, even when they're not actually in the rules.
  6. you can combine the examples, but it ends up weird. The general idea is that once some action is complete, it can neither be interrupted or taken back. So, if there are 3 phases to card play, Declaration, Paying the threat cost, and Resolving its effects, the Dark Charm example implies that declaring and paying for a card is a complete action. Basically, if the OL declares they're going to play a card and is interrupted, they may change their mind. However, once a card has been payed for, interrupting it doesn't let the OL change their mind anymore. It's kind of like: if the OL plays a rage card on a monster when activating it and the heroes guard kill the monster after the threat has been payed but before the monster does anything, the rage is wasted. It opens up a few loopholes for exploitative play, but it seems that's the only way to reconcile things.
  7. Corbon said: snacknuts said: I'm leaning towards the abilities not traveling up the stairs. The ends of the stairs are only adjacent regarding attacks. When counting range for an effect like command, the two ends are not connected, so it couldn't include the other end. My $0.02 at least.. +1. RAW. Upstairs and downstairs are not actually adjacent to each other, they only count 'as though' adjacent for certain things. They are not actually adjacent or, properly speaking, even connected. RtL Pg 27 For one movement point, a figure in a staircase space can move to the matching staircase space as though it were adjacent. Attacks may be made across matching staircase spaces as though the two ends were adjacent. A figure on a staircase has a line of sight to the other side of the staircase and all spaces adjacent to it. A figure adjacent to a staircase has line of sight to the other side of the staircase. Apart from these specific rules there is no connection between different areas conected by stairs. I think it is a reasonable, and not particularly important, houserule to rule that abilities that 'travel' can at least travel through stairs as limited by LOS (although clearly not Blast or Breath). I don;t see any reason to make that change myself though. Breath can't go through stairs, but I don't see why Blast shouldn't. Sweep does, after all. Basically, Sweep and Blast will hit any part of the stairs within their reach and LoS.
  8. Badend said: Thundercles said: If the heroes are explicitly dancing on the edge of the ejection by deck line, there should be some kind of rule that ejects them anyways. It's one thing to play recklessly so that the OL gains more conquest, but it's another one altogether to kill your fellow heroes. Just establish a house rule: if the heroes want to go about killing themselves to force the final battle, stop the game, award the overlord the remaining conquest points required to get to the Final Battle, to be spent on as many upgrades as desired. Then, award the heroes 1 treasure card and 500 gold for every 50 CT the Overlord received, compensating them for the dungeon levels they would have faced. Finally, continue the game at the start of a new game week (with the conquest total at 600). This would skip the period of time where the heroes were going against the spirit of the game and get back to the playing. Plus, it's a penalty for engaging in such behavior. The change is actually not as bad as you seem to think. In a 3 level dungeon they will deck at most 4 times using the new method, as opposed to 3 before, or 4 before for rumor dungeons. Remember that if they start the next level with only 1 card in the OL deck, the OL will deck on his first turn in the next level, making it decking 1 of 2 for that level. They can only let the OL deck once on each level but the final one. Honestly, though I mention it as the first thing in my post, the new FAQ change isn't what bothers me. Under the old rules, the heroes could still kill each other until they got kicked out, so it's not like the new decking rules change that at all. It's the intentional suicide nonsense that really gets me.
  9. If the heroes are explicitly dancing on the edge of the ejection by deck line, there should be some kind of rule that ejects them anyways. It's one thing to play recklessly so that the OL gains more conquest, but it's another one altogether to kill your fellow heroes. Just establish a house rule: if the heroes want to go about killing themselves to force the final battle, stop the game, award the overlord the remaining conquest points required to get to the Final Battle, to be spent on as many upgrades as desired. Then, award the heroes 1 treasure card and 500 gold for every 50 CT the Overlord received, compensating them for the dungeon levels they would have faced. Finally, continue the game at the start of a new game week (with the conquest total at 600). This would skip the period of time where the heroes were going against the spirit of the game and get back to the playing. Plus, it's a penalty for engaging in such behavior.
  10. How about this: Ox Tattoo grants immunity to a series of lingering effects. A hero with Ox Tattoo who ends up transformed is still immune. The Mirror Shield grants immunity to all lingering effect tokens. A hero with the Mirror Shield who ends up transformed ______ I would argue that the two cases are exactly the same, heroes with the mirror shield are immune to lingering effects, and there's no need to try and define "use". Further Example: There's an item that adds +2 wounds to a given hero. "A monkey has the hero’s wounds and fatigue..." I would argue that the hero does not lose the 2 wounds after transforming into a monkey. Basically, if you say that heroes lose the effects of their items when they transform into monkeys, it conflicts with the "hero's wounds and fatigue" aspect of the monkey rules. The "Equipping Items" section of the rules implies that "carry and use" == "equip". However, the implication is weak, and there's more evidence that carry, use and equip are meant to be read as separate concepts ("A hero cannot use an item in his pack until he equips it", etc.). You could say that the "hero's wounds and fatigue" line is an exception to the "cannot use items" line, but there's not enough evidence to support use == equip in the first place. There's not enough evidence to support the doubt caused by the Transformed description.
  11. Antistone said: Badend said: It was stated by Kevin in an earlier thread(possibly on the old board) that you can lower each stat once max. That's very interesting, given that would make the official example of "raising 2 traits and lowering 4" impossible. I assume you don't have a link or exact quote..? I seem to remember that official example being declared a typo. My memory's not to be trusted, though.
  12. 1) No. That's only for encounters 7) You only lose guard tokens if you lose wounds, so whoever is affected by the attack would lose their guard. Guard tokens may be used before resolving the dark charm attack to avoid losing them. The target of the Dark Charm card (the attacker) does not automatically lose their guard.
  13. But if you tip the balance so that the heroes often or always win, then it isn't Descent anymore, even if you're having more fun.
  14. 10+ damage spread across multiple attacks? Why is this hurting anyone?
  15. Elagabal said: Big Remy said: As for fleeing, its to give you another crack at a dungeon without an Eldrtich silver upgrade. Erm... huh? The eldritch silver upgrade is global. It doesn't go away by leaving a dungeon and entering the next. @ solmead: Good tips, however you'd need plenty of fatigue potions for the first to work and a very good range roll for the second. But well, yeah, it's the best strategy I guess, thanks for the input. He means: "Leave before the OL can upgrade his skeletons to silver" If they're already silver, well, you're already screwed. You haven't answered why anything is rolling 10+ damage before armor on your dice. That remains a mystery. Finally, with fatigue and no fatigue potions, the slowest melee heroes have a movement range of 6 if they make one attack. However, skeletons don't need to be killed by melee heroes: they're the weakest creature in the game, and any self-respecting ranged hero should be able to take the copper ones out in one blow. Most heroes have "Minimum Attack Radii" of 10 or more, and you should be able to keep fatigue high if you want to win this game. The goal behind raiding a dungeon for its loot is that copper treasures make it much easier to lay waste to your foes, and Money is the limiting factor for hero upgrades. So, I personally think your group missed a rule somewhere, because Descent Tactics aren't rocket science. They aren't even LRC circuits-hard, really. Can you please explain how you're getting hit for 10+ damage before armor in Copper?
  16. As far as I can tell, there's nothing that says you can't discard an order at any time for no effect. There's nothing that says you can, either, but I can't see a situation where discarding an order token could tip the balance of the game in the heroes' favor. At best, it's neutral.
  17. The heroes get to go first. That's really the only thing stopping the OL from killing the NPC's.
  18. If you have trouble getting monsters close enough, use the Charge or Enrage cards. If they get cut up by Guard, send some cannon fodder in to get mauled before bringing in the big guns (a.k.a. the Troll). Large, slow monsters require special consideration, you can't treat them like Beastmen and expect to get the same results.
  19. First of all, Sniper Skeletons are the strongest example of the breed...and are considered to be one of the biggest pains in Copper, where you can't just blast them as soon as they show up. Silver and Gold weapons let the heroes brush away skeletons like so much trash, so you won't face the same trouble in the later levels. Furthermore, facing Sniper Skeletons requires a larger focus on battle tactics: 1) Hide behind corners with Guard orders 2) Use Dodge orders to retreat 3) Use Fatigue to close the gap and attack 4) Cover Line of Sight so Skeletons don't spawn and kill you 5) If all else fails, grab the loot and Run away Finally, let's see, short list of somewhat common things that do 10+ damage in Copper uhh Silver Master Beastmen on a good roll Master Dark Priests, especially Silver Master Dark Priests Trolls (1 red treachery...) Probably common if you see 3 Master Beastment on the field at once, bunched up Slaggorath? Alric (maybe) Are you doing pierce damage correctly? Skeletons should not be rolling more than 5 to 6 damage (even that is uncommon in copper), even if they have 3-4 Pierce. Pierce is not additional damage: it only reduces armor. 10+ damage is odd, to say the least. Besides, there are Other items that help reduce damage or add armor, so it's not uncommon to see heroes with 7-9 armor or too much damage absorption. Trust me, the heroes have several options for damage absorption/negation, and later can avoid most damage from monsters by killing them all and locking down Line of Sight. As for question 2, it's supposed to be hard for you to heal when badly damaged. That's part of the point. Think of it like an arcade brawler (King of Dragons, Knights of the Round, Final Fight, etc.): you're going to die. A lot. The Overlord must kill the heroes repeatedly in order to rack up Conquest tokens: if every hero is worth 4 conquest (high estimate) and it takes you 28 game-weeks to go through copper level (very high estimate), the Overlord still would have to rack up 18 hero kills in order to get 100 conquest and keep the conquest totals even (which, by the way, means the overlord is losing). So if you die, say, 10 times for every 15 conquest you collect in copper, you're probably holding your own. However, I'm going to go ahead and assume that 5 and 3 points of healing are too low for you because it's common for your group to receive 10+ points of damage. Other groups rarely see damage numbers so high: usually, the hardier heroes take 0-3 damage from the toughest monsters, and the less armored heroes try to stay out of combat or die rather quickly. If you only get hit for 1 hit point per attack, 5 healing is worth spending 1 turn getting into position by the glyph and another turn going to town, and that's generally been my experience with heroes packing 5-7 armor points. Even against Skeletons.. What are your stats? it always helps to know what the situation is when looking to give advice. Maybe your overlord's found a new and fascinating way to break the game.
  20. I feel a princess bride quote coming on....
  21. As for custom monsters, well, just try making them. There's 4 vaguely defined tiers in this game based on: Tier 1: Spawn Card in the regular deck summons at least 1 master monster and some extra normal monsters Tier 2: Spawn Card in the regular deck only summons normal monsters. Tier 3: Can only be spawned by using a treachery card Tier 4: Can't be spawned. it's pretty easy to go through the overlord deck and realize which monsters belong in which tier. After that, it's just a matter of making a new monster that would fit in those tiers and posting it to see what we think.
  22. I'm not 100% clear on the details myself, but it appears that the cards for these figures have only been distributed in their non-English versions. FFG may have made them, but they may never have been released in English (except for Nara the Fang). This is my vague understanding of the matter.
  23. The english is just a translation. English versions of these characters haven't been seen in the wild yet.
  24. I've always seen it working as follows. Normal treasure draws are (Draw N treasure cards, Keep N Treasure cards) events. Appraiser turns them into (Draw N+1 Treasure Cards, Keep N Treasure cards) events. Each Treasure Cache card you keep spawns a new, independent treasure draw event, which Appraiser affects. Thus, it never matters how many treasure caches you draw, because they don't kick in until you've chosen which treasure cards to keep. For example: Say you Visit a 3 merchant in Road to Legend with a character with the Appraiser skill: you would draw 4 cards and choose 3 to display as the merchant's wares for the week. If 2 of the draws are Treasure caches, you must choose at least one of them to keep, since only 1 can be discarded. Thus, you would end up with 2 treasures and 1 treasure cache as the wares for the week, and the single treasure cache would result in a market shortage (attempting to keep more than 1 Treasure cache doesn't make sense). Conversely, in a Vanilla dungeon, if you open a treasure chest that gives 3 treasures cards to all heroes, the hero with Appraiser would draw 4 cards and choose 3 to keep. If 2 of the draws are Treasure caches, you can keep 1 or both of them. If you keep both of them, you keep 1 treasure and 2 treasure caches, discarding the remaining treasure. Then, each treasure cache is resolved as an independent treasure draw: draw 2 keep 1. Now, that's how I do it, and the wording on the skill seems to support the idea that you don't resolve caches until you finish choosing which cards to keep and which to discard as part of the Appraiser effect. Also, since caches make you draw another card once you get them and Appraiser adds an extra card to all card draws, you'd have to argue that drawing a card due to the treasure cache isn't considered to be drawing a card. Which confuses me.
  25. yeah, Kel's ability states only that her LoS isn't blocked by obstacles or other figures. That's very overpowered.
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