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Everything posted by griton

  1. The rules regarding "move actions" are a bit weird in Descent and large monsters just compound things. If it wasn't for the large monsters shrinking/expanding (which I do feel is a necessary evil in a world with smaller, more constrained maps), they probably could've left out the "interrupt a move action" and just left a "move action" as giving you points which you could spend later in the turn. But they needed some way to limit the shrinking / expanding possibilities. (Also some exceptions for "enter a space during a move action" cards which I think could've changed without much effect.) That said, the case of the rules stating "use two move actions simultaneously to receive double movement points" is effectively the same as "declare a move action, shrink, interrupt move action and expand in the same spaces as you started and declare a second move action, shrink, move double your speed, expand at the end". Yeah, the Speed of 3 is deceptive with Large monsters, but this is very definitely intended. If you look at comparable large monsters from 1e, the 2e versions almost always have a lower speed because it is meant to take the shrinking/expanding rules into account.
  2. This isn't even in the FAQ, it's in the core rulebook on page 11 and 8. p. 11, Overlord Turn in Detail (which starts on page 10) p. 8, Move So the monster isn't even immediately interrupting its first move action, it's just performing two consecutively and receiving double movement points instead.
  3. They have specifically said that they'll be doing this. It won't come with the fancy dice or acrylic tokens though.
  4. Zaltyre has it right, though it's usually more beneficial to find at least some point in the middle to expand so you get that second expanding "bonus". Though that's not always possible, it usually is unless you're playing a crowded map with 4 heroes who have been spending more time trying to prevent your large monster movement and less time completing their own objectives.
  5. Everything's possible, it's just a matter of whether it could be done elegantly within the confines of the current rule-set and without producing a lot of wasted product (bits that only apply to people who have bought specific expansions).
  6. Yup, that's one of the bigger differences in 2nd Edition compared to 1st Edition. 1st edition (until one of the later expansions) had 1 of 4 things declared, (Double Move, Double Attack, Move & Attack, Ready + Move or Attack), which was pretty restricting. Any other fiddly stuff (doors, picking up tokens, etc.) was then just an expenditure of movement points, and with dungeons being bigger and more spacious, it largely meant that movement points were the primary resource. In 2nd Edition, they just broke everything down into actions, and with dungeons being smaller and more confined, there's less of a reliance on movement points for everything and actions are the new resource. Though I'm almost surprised that they didn't allow for re-equipping as an action. Might be something to try as a house-rule. Considering how precious actions are, I can't imagine someone trying to exploit constantly switching gear (switch to offensive gear at the beginning of your turn, attack, switch to defensive gear as your second action) being particularly effective, but there may be a few class skills that would enable it.
  7. Long story short, the placement does prevent her hero ability from triggering. She did move, it just wasn't from spending movement points. Think of "doesn't move" as "stays in the same space".
  8. I'm believe this only works if there are no valid empty spaces, not if the space you want to put it in is occupied. Which doesn't seem likely in this encounter.
  9. Keep in mind that the portal opens when the heroes discover the Relic of Dawn, so they are still likely to be at the Caravan here and haven't had a chance to move towards the Graveyard yet. Also be aware that you can move diagonally between the obstacles on the Ruins and that a Shadow Dragon placed on the entrance using two move actions can place itself 2/3 on the Graveyard assuming nothing is blocking its way.
  10. One of the bigger reasons is from the reinforcement rules from the base-game campaign (The Shadow Rune). When it comes to reinforcing, you can reinforce your entire monster group in a single turn (or half w/ 4 players) for many big monsters and a much smaller fraction of that with the smaller monsters. I've heard some of the other campaigns may have fixed some of these issues, but I can't point to a specific example yet.
  11. Has he uploaded the rules to BGG? If so, you should post a link. If not, he should get on that. ;-)
  12. It's on the boat and is expected around May. http://www.fantasyflightgames.com/edge_upcoming.asp
  13. Thematically, note that Splig is a bit more of a self-proclaimed Goblin King (IIRC from the A Fat Goblin replacement quest in the Vault). So the more feral goblins might respect him, but the smarter ones might only do so reluctantly. Mechanically, since Feral Instinct adds Wilderness to a group of your choice, I see it as totally fine and don't really see a problem with it.
  14. That sounds about right to me.
  15. So does the English version. Both of these thoughts are putting too much emphasis on what is effectively a rumor as retold by some long-gone spirit embedded in flavor text in a game and then trying to apply mechanics onto it instead of taking the mechanics and rules as written and applying a theme onto them. For example, perhaps it's not actually that Khorayt is only vulnerable to the sword, but that the sword provides an aura to the wielder that allows the wielder to harm the dragon. These prophecies always seem to get a bit mangled in the telling and someone (possibly said distressed spirit) may have just noticed that the only person damaging the dragon before was using the sword to do so, so misinterpreted it in the chaos that was their own demise. As an addendum, almost every time someone references "common sense" they generally only demonstrate that they think everyone else must think exactly the same way they (and possibly their small group of friends) do and that anyone who thinks differently must be an outlier or wrong. They are also almost always wrong about it being such a "common" way of thinking.
  16. Looks like Tetherys' Heroic Feat got a boost from 2 targets to 3 targets and the Sorcerer's Death Wish looks much nicer than the old Undying.
  17. I would lean towards yes. Sir Alric is the one testing Might and causing the damage to occur, even if it's triggered by someone else's attack.
  18. This is what we do when we have a different group of players (e.g. sometimes when one person can't make it).
  19. Ah, in the case of where the quest specifically lists XP, then yes. A lot of people think that the part of the rulebook that says "everyone gets 1 XP regardless" also applies to the rumor quests, but it doesn't as it's just a clarification saying "Don't worry about losing, all included quests so far will give you 1 XP anyway" because they miss the "as listed in the quest guide" bit.
  20. How much fatigue a class has access to for how many times it can use various powers in a quest without resting, or how many movement points can be taken advantage of by certain class abilities certainly is a mathematic problem. Once there are numbers involved (Health, Stamina, Shields, Movement, Attributes, etc.) that have operations (addition, subtraction, probability tests, etc.) performed on them, it can be mathematically analyzed. (And even then, that's just the simplest of what defines a math problem; talk to people who study high-level applied/theoretical mathematics for a living and you'll find that its applications are extremely varied)
  21. But they aren't large (2x2 base) monsters, which is what amoshias was referring to.
  22. Firstly, I said that according to the Rules as Written, this is how it's done. I wasn't saying anything about FFG, their habits, etc. That said, now I will. Every expansion changes the math. You add a new hero or class to the mix, and suddenly you have a number of other hero/class combinations and party compositions that you have to take into account. You add a new Overlord class, you do the same thing. The same goes with adding new equipment, relics, etc. Every expansion changes the math and there's no way around it. It's also very possible that they were aware of it and are OK with it (I really doubt that it's so game-breaking). It's also possible that they may have preferred not to, but went with it anyway for the sake of not adding further complexity to the already complex rules. We don't really get much insight into the "why" of FFG's rulesets. In general, I rarely try to assume that I know what FFG meant / preferred once they've written the rules. I have occasionally disagreed with a clarification, but almost always it's been because it wasn't stated as an errata and seemed to contradict what had already come before. As I pointed out above, the rulebooks both state to add all tokens (which would include challenge tokens) to their respective supplies.
  23. This. Monsters suffer the wounds all at once, not a separate time for each wound.
  24. Unfortunately they fell prey to the 2nd most common board game rules fallacies: "This clarification that was made in one place isn't listed here, so it must not apply." FFG tends to do this a lot: where it makes sense (early on and/or when there is applicable space for the text), they'll include a clarification/reminder; then later on, they won't, and people suddenly say "Well, it no longer says this, so that must mean it no longer applies." For some reason, they see these clarifications as rules exceptions. Unfortunately this sometimes feels counter to the most common board game rules fallacy: "It doesn't say I can't, so I can."
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