Jump to content

Bleached Lizard

Members
  • Content Count

    838
  • Joined

  • Last visited

Posts posted by Bleached Lizard


  1. Eulerkun said:

     I'm all for the release of the conversion kit, but I never purchased 1st edition.  I only played.  Does anyone know if Fantasy Flight plans to release figure sets from 1st edition?

    Nothing has been announced as yet, but if it would make money for them, then I'm sure they are considering it.


  2. GrumpyBatman said:

     First, I did not particularly enjoy Descent. The time commitment versus fun ratio was not what I was looking for in a game. The RtL peaked my curiosity so I tred it again with the same feelings of disappointment. I hear D2 is faster. My question is does anyone have a lowdown on the campaign system?

    I would be interested in trying the new version with the quicker playing time if the campaign was interesting. 

    Everything anyone knows is contained in the preview articles.  Probably best you just read those.


  3. Columbob said:

    Steve-O said:

    and he also requires a friend to come tag him. Other than that, the difference is purely fluff.

     

     

    Of course, there's no guarantee that conquest still exists/works like it used to, either. If the rules are new then I'm sure FFG has thought of something appropriate. For example, if the rules requires an "awake" hero to come tag a "KO'd" hero before he can stand up, then surely the OL will win if all the heroes are KO'd at once. Maybe there's no more score-keeping, just an all out brawl to see who's the last man standing.

     

     

     

    Well, according to the list of actions, a hero can stand up if he does nothing else this turn, so he doesn't need his buddies to tag him up.

    The article doesn't say "if he does nothing else this turn".  It says it is the only action a knocked out hero can take.  So if a knocked out hero does this as his first action, he is then no longer knocked out and can choose something else for his second action.

    So I'm wondering what the difference is between standing yourself up and getting a comrade to stand you up...?


  4. IronRavenstorm said:

    Another thought my gaming group is wondering about is if FFG will ever come out with Lieutenants ever again? We really like the idea of unique boss type characters that takes a group of heroes to defeat. I know this wouldn't happen right away, but maybe it is something for them to revisit further down the road. Since the price of pewter is going up in this bad economy maybe they could switch them to plastic.  They could sell them as plastic figures like in the City of Thieves and Adventures packs. You buy one pack and get eight or so Lieutenant figures with their cards. Just an idea I had. Any thoughts on the topic?

    Over on BGG you can see a set of tokens from 2E, one of which is a token featuring the face of Lord Merric Farrow.  So it's looking as if the lieutenants will be in 2E from the start (though only as a token).


  5. IronRavenstorm said:

    I have been following the news that is why I said I hoped that it would start shipping.  You can't blame a guy for hoping. 

    Going back to the familiars.  I am happy to see that three of the old ones are going to make it.  It will be sad to see if Furr the Spirit Wolf and Shadow Soul don't make the cut.  Our OL hated them the most.  Hopefully, they will add in new wonderful familiars to replace the ones that don't cross over. 

    I'm not holding out hope for familiars.  They seem to be wanting to reduce the number of "bits" in the game, so I wouldn't be surprised if the three familiars in the Conversion Kit are abstracted out in some way and are no longer represented on the board by a token.


  6. GoblynKing said:

    Proto Persona said:

     

    I'm sure some talented people are going to put some slick rules together for just such an idea, but I'm not sure I see a good reason why.

     

     

    That's the point. Some of us just like to tweak and hack games. You can't see a good reason why? Well, you're not one of those people, so of course you don't see the point. I'm not asking the designers to cater to my tastes, that's the point in homebrewed variant rules.

    Hallelujah, sister!  aplauso.gif


  7. Sausageman said:

     

    Mordjinn said:


    "Revive an adjacent hero who has been knocked out."

     

    No more dying!!! My prayers to the gaming gods have been answered. Thank you FFG!

     

    I wonder if this will be a straight copy (near as anyway) of Gears of War?

    It does beg the question though, how does the Overlord score conquest or whatever they may have instead?

    chas said:

    Also, the new hero turn card is brilliant. The X and O were useful for keeping track of who'd already completed their turn, but this will make play just a tad faster since no one will ever have to consult the rulebook for these things again. I hope they will also be printing all special rules that a card makes use of on that card (e.g. if you get a weapon that has Bleed as an ability, the card should list the special rule for the bleed effect), I found it slowed down gameplay immensely (and bored the hero players a ton) if you had to look up the rulebook every time you didn't know for sure what that rule did.

     

    I still don't like the defense dice, but considering how much smoother the game seems to flow, I'll be able to tolerate that.

     

    Completely agree.  Not to mention the number of counters to represent those effects,  I STILL get stun and daze counters mixed up...

    Writing the effect on the cards makes much more sense to me.

    As for defense dice though - I'm a little perplexed.  Why doesn't the attacked roll those?  Seems to needlessly lengthen combat to have attack roll then defence roll, when an attack roll could easily contain the defensive dice too...

     

     

    There's no reason the attacker can't roll the defence dice as well, but it probably has more to do with the "feel" of things - it just "feels right" for the defender to roll the defence dice.  Plus, you'll get some defending players complaining that the attacker didn't roll properly or with enough luck or some other such rubbish.

     

    EDIT: Actually, it may be so that the defender has a chance to play defence abilities.


  8. Unclechawie said:

    Bleached Lizard said:

     

    Unclechawie said:

     

     So now we know who the eight hero is.  I'm still curious about the combat. 1st ED had the dice on the card sheets.  A guess but maybe standard combat dice for each archetype (maybe even class type) that is further modified by equipment.  Fun stuff, looking forward to more.

     

     

    What do you mean?  1E had the attack dice on the weapon card - only power dice were on the hero card.  And it seems power dice are only available by spending fatigue now.

     

     

    That's just the thing though, power dice varied from character to character in 1st ED.  If rolls are weapon specific and we can still buy dice with fatigue, a warrior can essentially due the same base damage as a scout with the same weapon and spending the same fatigue.  Realistically a warrior would be able to do much more damage due to strength that isn't represented.  

    I took A peak at the weapons cards in the preview and the healer and Mage weapons both used the same attack dice.  1 blue, 1 yellow.  The fighter used 1 blue , 1 red.  Without some way to represent a differentiation in skill level with a specific weapon or weapon type, what's really the difference when it comes to attacki.  It becomes all about the weapon, and less about the hero wielding the weapon.  Thus I'm curious as to how combat will work.

    Again, probably skills.  We've already seen one ability that only works on Magic weapons.  Presumably there will be others in each of the class decks.


  9. Unclechawie said:

     So now we know who the eight hero is.  I'm still curious about the combat. 1st ED had the dice on the card sheets.  A guess but maybe standard combat dice for each archetype (maybe even class type) that is further modified by equipment.  Fun stuff, looking forward to more.

    What do you mean?  1E had the attack dice on the weapon card - only power dice were on the hero card.  And it seems power dice are only available by spending fatigue now.


  10. Titeman said:

    Bleached Lizard said:

     

    Unclechawie said:

     

    Hope they balanced it a little more to be able to play with less than the full compliment of heros as it seems they might have.

     

     

    I keep seeing people say this but I haven't seen any reason *why* people keep saying this.

    I'm sure when 1st Edition was released FFG *thought* that they had balanced it properly for all numbers of players.  Why should they be more reliable for 2nd Edition?

     

     

    Experience?...

    That's still being quite hopeful, though.


  11. Unclechawie said:

    Hope they balanced it a little more to be able to play with less than the full compliment of heros as it seems they might have.

    I keep seeing people say this but I haven't seen any reason *why* people keep saying this.

    I'm sure when 1st Edition was released FFG *thought* that they had balanced it properly for all numbers of players.  Why should they be more reliable for 2nd Edition?


  12. Jafix said:

     Well, change of coloring in this phase is not possible. I agree that this hero will be promotional or we will se him later :)

    But can anyone please agree with me, that there is a snake thing on character sheet? :)

    If that character sheet corresponds to one of the minis I've seen with a swirly thing surrounding it/her, then to me it looks like some kind of fireball swirling around her rather than a snake.


  13. Hadoken said:

    wait...do you think the subclasses are linked to one hero?

     

    for me,you choose one archetype,then one of the hero from this archetype,and then one of the two subclasses...right?

     

     

    Yes, this is correct based on what we've heard so far.


  14. Tromdial said:

    Bleached Lizard said:

     

    HighHanded said:

     

    Was always my opinion that if I don't murder them fast enough they deserve to steamroll the rest of the quest.

     

     

    Why do they deserve that?

     

     

    "Part of the satisfaction of victory in this game."

    Ditto as well. demonio.gif

    Winning without resistance for 70% of the game doesn't sound very satisfying.


  15. MyNeighbourTrololo said:

     

    I see so many people on these forums talking to game designers or something like this, but I never see those designers respond.

    Does they ever respond? 

     

     

    They used to, but I think it has at some point become FFG policy not to.

    They sometimes appear over on BGG, but usually only just after a game is released and only to clarify relatively simple rules questions on that game.  And even that I've seen dry up recently.


  16. Julia said:

    subochre said:

     

    Tromdial said:

     

    Yes, I found myself somewhat wanting too. So far, this game really teeters on how those NPCs "patrol"

     

     

    I was actually thinking much the same thing about the rooms and items.  "Moving sidewalk" isn't exactly gripping

     

     

    Yeah, that was my point too. It seems like you have only one way to enter / exit the building, and the four Action cards seem not that exciting: you can enter a new room, step back one room, or do something inside the room you're in. Ok, and then? Plus the fixed set-up of cards forming a V (V-accarino?) doesn't seem a promise of a very heterogeneous game. Plus, it has some similarity with Death Angel.

    I'm still interested, but I'd like to see something more thrilling about the game

    The latest preview stated that the item cards you can collect can be used in lieu of the basic action cards, so I suppose it depends on what the item cards do and how they interact.


  17. IronRavenstorm said:

    For me it is all about the bad guys.  As a hero I want to fight the biggest and baddest creatures in the land.  My group had to make the monsters a little harder for us to play against to keep the balance with the OL.  Otherwise, it is never fun shooting fish in a barrel.  I just hope that they give the monsters some new tricks.  If they just copy and pasted the skills from the first game that will be a huge let down.  The wolf looking unit better be different from the Hell Hound, and we are wondering if the two headed giant has anything special since he has two heads.  Also, the goblin archers should have some posionous effect.  They are goblins after all.  Plus, it would be nice to see a uniform combat force with the goblins.  We never understood why in the first game why all of these random monsters would be working together.  I'm not saying that they should all be goblins, but just a few of them to work better as a team just like the heroes with their different roles.  Most important of all my group is hoping that FF gets started right away with an expansion.  If it took them this long to put out the bloody game together they should start soon.  Just saying, since most of the work is already done with the core rules.  gui%C3%B1o.gif

    It's been (pretty much) revealed that the OL now spends surges to activate monster abilities in the same way heroes do.

    It's also been hinted that the monsters will be more thematically linked to each other.

×
×
  • Create New...