Jump to content


  • Content Count

  • Joined

  • Last visited

About player666521

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    Hillsboro, Oregon, United States
  1. Is the Troll's Bash ability able to be used multiple times in a turn? It does not have the word "attack" written there, so I would immediately say yes, were it not for the ease of use and damage it deals. 3 of our 4 heroes have 2 Awareness, so the troll can just stomp one of them twice quite easily for 3x2 damage that is otherwise unresistable. Ouch! Tom / Doc4
  2. An add-on question to this post: What is the strategic element behind choosing one quest over the other? All five of our players are brand new (as almost everyone is as its so new of a game) and have no idea what quest does what. So when picking quests, I've just been kind of going in order for Act 1 and then we'll be getting specific to Hero vs Overlord selections for Act 2 whenever that comes up. But the question still is, why should I choose Fat Goblin over some other quest? Is the design concept that we've played through the campaign several times and now understand these quests and how difficult they are for each side, or is there some more obvious reason to choose one quest over the other that I am not getting? Thanks, Tom / Doc4
  3. Hello there. I'm a veteran GM who's new to this system. After playing our first session, we ran into an odd issue where our Shallyan priest was a virtual wall of impenitrability. The beginning character had a shield, scalemail, and used the defensive Shallya prayer where your cautious stance counted as soak. Totaled, it came to a soak value of 11 with enemies throwing 3 or 4 challenge dice to even hit. This doesn't even take into account any dodge, block, or parry (or improved versions of the same). Now, I have no problem with this player emphasizing the tank aspect of play, but is this as designed for a starting character? I know I can ratchet up the enemies or create custom powers that pierce through soak, but throwing standard goblins or small chaos creatures that are a challenge for the other characters do only the minimum 1 damage per the rules (if I remember correctly) to this priest. So, lets focus on the soak alone, does 11 soak for a starting character seem about right? It seems far over the top compared to the other characters to me. Even the player of the character was surprised by the amount and thought it a bit too much. Is there a restriction that prevents Shallyan's from wearing armour? Did we get some rule or prayer wrong in our first session? As it stands now, enemies that are a challenge for the rest of the group are a joke to this priest who absorbs almost every bit of damage if the blows are not deflected before hitting in the first place. Any ideas? Tom / Doc4
  4. GravitysAngel said: Here's the way I interpret it: Situation 1: You have > 0 power and go to < 0 power through no fault of your own, i.e. you cast a spell for which you had enough power, but you lost more than you had. Situation 2: You have = 0 power and lose power. Thanks for the response. So situation 1) I have 1 power and some disastrous roll comes up that forces me to pay 3 power. Then I would simply gain 1 stress and drop to zero power? Then situation 2 would imply there are cards or abilities that cause you to lose power when you are already at zero power, i.e. not casting a spell.? I'm new to the rules, our first game is tonight, so I haven't seen many (if any cards) that make a player lose power outside of a spell being cast. Tom / Doc4
  5. I'm looking for some help understanding how running into low power/favour works. The wording in the rules is just not sinking in with me. Under the Guide to Wizards and Magic pg34 it reads that a caster must fulfill all the requirements to cast the spell including having enough power. Under Losing Power it states that if you don't have enough power when forced to pay a power cost (likely from a Chaos rolled or additional effects on the power) then you suffer one stress. I take this to be that you have payed just enough power to cast your spell, taking you to zero power, and then you roll a Chaos and cannot pay the cost. So then I would gain 1 stress. Yet the very next paragraph reads that if a player is at zero power and forced to pay a cost that the situation grows more dire. How is this situation different than the previous paragraph of "if a character does not have enough power in his supply to satisfy the required loss". The new section "No Power to Lose" says that a roll must be made to gain 1 stress and possibly an insanity. How is this more dire? It seems like its the exact same thing, or is it? Are these two different scenarios? How can one run short on power in the first section without being at zero yet have a separate rule for when you are at zero and unable to pay in the next section. Basically, what happens when I run out of power? Do I gain 1 stress, make a roll, or both and under what situation would this happen? I'm sure I'm making this much harder than it needs to be, but I simply cannot get my head around these specific rulings. Thanks for the help, Tom / Doc4
  6. 1) It seems obvious to me that when things are "obvious" to you it comes across as condescending whether you intend it or not. Smile. Have fun. Life is short. Have a cookie. 2) Definite knockback opportunities in every level of Descent, and it happened to us on this very level and more than once. 3) Well you can debate the value of revealing X's or not, but to read aloud the special text of the dungeon (as must be done per page 17 of the rules) the next question the players are going to ask is "So where are these X's?". This would start to get into a grey area of violation of Wheaton's Law at our house. When you drop by our place you can harass, maim, and kill your fellow players to your heart's content, but everyone MUST follow Wheaton's Law at all times: "Don't be a ****." Tom / Doc4
  7. The grand finale of the Descent Road to Legends campaign is here. The heroes scour the Sorcerer King's lair in their last attempt to bring justice to the world. One way or the other, it ends tonight. Check out the 44 new pictures here at Portland Gamers. Thanks for dropping by, Tom / Doc4
  8. If I recall correctly, it was a diamond creature. He was hit by a burn spell that didn't get hurt him too much. The player then chose to spend tons of surges on extra Burns. And then I think he was hit a second time in the same turn with a Battle action by the same spell. Either that, or Dark Priests need to wear something other than dry linen robes. Tom / Doc4
  9. A friendly hello to you all, from Portland. Well, Hillsboro really, but no one really knows the place. A post here to share our Facebook page with plenty of pictures with thrilling comments from our many game sessions. This week we broke out the Battlestar Galactica game with expansion and jumped out into space. Come check out the 23 pictures from this weeks BSG game, and say hello. Portland Gamers Facebook Thanks for reading, Tom / Doc4
  10. The heroes make their last attempt to grab some money and experience before the final battle, while the Overlord manages the gaining of experience carefully so as to maximize his potential power for the coming confrontation. Catch our pictures at the Portland Gamers Site. Thanks for dropping by, Tom / Doc4
  11. The OP brings up a valid concern. With the rule of losing the campaign when 5 cities are razed, it's surprising to read that the LT only moves one space, but I'm still willing to try this in our new campaign. However, adding the Leviathan plot where the bind points have just 3 defense each is a bit alarming. Two LT's on one space have a 33% chance to take a bind point down in two turns. Each bind point not only moves the OL closer to victory, but they also add campaign altering affects. The heroes would not get to move very far at all and have no way of returning from a dungeon directly to a bind point as they would a home port after a dungeon. I'm all for the OL pulling the heroes away from their goals on the map with a dangerous siege, but not moving the LT back to the OL's keep combined with the Leviathan plot just does not sound like a fun strategic game. We'll give it a try and see if there is some balance mechanic built into the system, but based on my RTL experience, I feel a house rule coming to help keep the fun in the big game picture. It's hard to do a dry run of multiple months on a campaign to test big concerns about the game. Then again, what are you going to do? Make the Ghost Ship flee back to a landlocked OL Keep when it flees? Then what? Tom / Doc4
  12. The last bit of a random dungeon brings in some gold for the heroes, but an old friend corners them in the wilderness. 16 new photos with effervescent commentary. Catch our pictures at: Portland Gamers Facebook Thanks for dropping by, Tom / Doc4
  13. The heroes tackled a lieutenant head on, stumbled about in the woods, and then battled three enemies in one small room that almost wiped the party. 30 new photos with invigorating commentary. Catch our pictures at: Portland Gamers Facebook Thanks for dropping by, Tom / Doc4
  14. For those of you interested if how the multiplier has worked with the RTL campaigns, I can say, fairly well. We're wrapping up our whole campaign in the next few weeks, and are around 515ish in points. I merged a lot of different house rules before we started several months back, some have worked, some have not. One of the rulings was to add extra health per campaign level (not creature upgrade level) but no extra armour, and here is how it played out. Since we made several rule changes, I don't claim this to be an accurate result. - Copper level doesn't factor in as there is no multiplier. - Silver level it gave the leaders (we included dungeon and encounter leaders) a strong boost that made the heroes wary, but it was still doable. They had a healthy respect for them. - Gold level, when you tell them "Leader X has 62 wounds and Undying" the players moan and worry that he will be impossible to beat. Once the fight actually begins we have had a character doing 23-24 damage on average per attack, with three attacks per turn due to the Knight skill, adding a fourth attack during several boss battles with a Feat card, and that's just a single character with Gold gear. Then there's the archer doing something like 16-18 damage per attack if memory serves me correctly, all of it aimed, all of it aimed a second time (insane!), at huge range, and then getting in three more attacks with Rapid Fire. And there are two more heroes still waiting to bring the pain after that. When the nasty Gold bosses came back with Undying, the players clutched their heads in agony, persevered, and brought him down again...a couple of times. When they finally took out Undying Gold bosses, they really felt like they accomplished something and everyone had a great time, which it's all about. So far they have only run from one Gold boss who had too much armour with Ironskin. And there have been plenty of non-Undying Gold bosses that they've steam-rolled in two turns. Anyways, sticking to the old way of adding just +12 wounds to a Gold boss per the card in RTL is something we will never go back to doing. Even if every Gold boss has Undying (which they don't), and every Gold boss was upgraded to Diamond level (which they won't be), +12, +16, or +18 health are just a drop in the bucket for our Gold heroes over here. Your mileage may vary. Tom / Doc4 Facebook: www.facebook.com/pages/Portland-OR/Portland-Gamers/203774624357 Twitter: twitter.com/Gliber
  15. We crash through the last two levels of the Valley of Souls in the gold campaign level. The heroes light things up with powerful gold magic items. At the bottom of the dungeon, a very powerful but unknown treasure awaits them. 24 new photos with excruciating commentary. Catch our pictures at: www.facebook.com/pages/Portland-OR/Portland-Gamers/203774624357 Thanks for dropping by, Tom / Doc4
  • Create New...