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About LinkN

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    Pine City, Minnesota, United States
  1. Personally, I'm getting a starter set so I can get the easier starter decks. I'm usually the one that teaches everyone how to play the games, so it'll be easier for me to do that with the simpler decks. Getting tokens and such is nice as well, even though I plan on finding some acrylic gems to replace the aember tokens.
  2. Personally, I could easily see an FLGS doing a "Give a deck, take a deck" function, where players can give them a deck and get another deck (probably picked at random). The deck they get would go into a box with some other decks, ready to be handed out to someone else when they give in a deck.
  3. So, a quick mental exercise on this... First off, the houses matter. If two decks share two houses but the third isn't the same, they'll still play differently. Sure, they may play more similarly than two decks with completely different houses, but they'll still play differently. Next, we can look at the individual cards. There's over 300 cards in the set, so that's somewhere around 45 unique cards per house. Let's assume those 45-ish cards can be broken down into three "archetypes" per set, and that each deck gets one "archetype" (with a handful of cards from the entire house) for each house. What does that mean for combinations? Well, first off, that's 35 unique combinations of houses. Next, if each house has one of three broad archetypes picked at random, that means there's 27 different combinations of archetypes for each of the 35 different house combinations, for a total of 945 different "broad strokes" decks. The odds of pulling two different decks that are very similar (same three houses with several repeats in each house) are small enough that you'll probably never see a pair of very similar decks unless you go to a lot of public events for the game (or buy a lot of decks).
  4. LinkN

    Shedding Chains

    I agree that, if you were at 5 or fewer cards, the rules are pretty clear: you would draw cards, but the number you draw to is affected by the chain. Even if that means you no longer draw cards, you still "attempted" to draw, so you lose a chain. What I'm not so sure on is what happens if you have 6 or more cards in hand at the end of the turn. It sounds like you wouldn't normally draw cards at that point, because you have a full hand already, so you don't lose a chain. I'm willing to agree that that could mean you don't lose a chain, since the chains didn't affect you that turn.
  5. Personally, I like the idea of the tokens when there's a disagreement on what should be done, but it seems like something that doesn't always have to be invoked. My proposed solution: First, if the party has a unanimous choice, no tokens are spent (even if not everyone is allowed to pick the option due to requiring a skill). Then, if there isn't a unanimous option, everyone that's willing to spend their token holds it out and one of them is chosen (potentially via die roll) to be the one to make the decision. In the rare case where no one wants to spend their token, one player with an active token is chosen randomly to make the decision, and their token is spent. This way, if everyone wants to go along with the same option, there's no need for tokens, and if there's disagreement then tokens are used to make sure no one dominates the entire game. Though I don't know how well this would "balance" a larger group having access to more skills than a solo player, if that would be a concern...
  6. I'm rather new to Anima, but I love the flexibility and options I have access to with the dominion technique system. However, a few things confuse me, and while I was able to answer some of them myself, I'd like some clarification... First, my character's going to have a single strong yet expensive attack and a cheap defense boost as two of her techniques. I don't think I'll have enough accumulation to afford both techniques in the same turn without spending at least one turn accumulating ki, but from what I understand if I use a technique I lose all the ki I've accumulated back to my pool. Is there any way to start saving towards my attack but still use my defense, without having to go for a round accumulating without using the defense technique? Second, I see I can make a technique that gives me both a defensive bonus and a bonus to a counterattack. However, as far as I can tell, I can also just make two different techniques, one for defense and one for counterattacking. Since doing the latter will mean not only can I defend without paying for the counterattack (either because I'm saving up ki or in case I don't get a high enough defense), but paying for both is cheaper since they can both use the cheaper primary cost, is there a reason to have both effects in the sam technique?
  7. So first off, I really like having a quest editor tool available. It looks like it works pretty good, too, though I've only fiddled around with it a little bit. However, one thing I would like to see added are markers for heroes, as well as the monsters. Two reasons for this: one, I'd like to see quests that involve an NPC hero, either working with the heroes or against them. The second reason, and one that's not entirely related to the quest vault, is that I run a few play-by-post games of Descent, and having a nice mapmaking tool like this would come in very handy, as I could track monster and hero position very easily with this.
  8. You can only roll one type of symbol on one die, but if you roll multiple force dice, it's certainly possible to get a mix.
  9. As far as I can tell, there's very little in the way of actual HP increases as well (although I still have a lot of the book to read through first). So for a D20 system, the higher hit chance of a fighter is balanced by the higher health of the target (to an extent, at least), but there's not much for a EoE character to get more survivability. That being said, I'm not sure that this is a problem quite yet, since it looks like the chance to hit doesn't seem to go up by a huge amount as you gain exp, and the damage seems mostly static as well. Of course, more playtesting is probably required.
  10. "Stealthy" monster ability (Conversion kit only): Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss. How does this interact with melee heroes? I see three possible interpretations: -Melee attacks ignore range, so this ability does not affect them at all. Effectively, Stealthy only affects attacks from ranged weapons. -Melee attacks do not require range, so "3 additional range" means the attack needs 3 range total. If the attack only gets 2 range, it's a miss. -Melee attacks require 1 range (2 for reach), but it's not possible to roll less than that so it's ignored. Stealthy increases the range by 3, so a melee attack needs 4 range (5 for reach) to hit a stealthy figure.
  11. Some specific encounter questions… Castle Daerion: -Since Sir Palamon cannot move normally, is it intended that a master Ettin can Throw him? The Cardinal's Plight: -When is the Cardinal rescued; when a hero moves adjacent to him, or when the door is first opened? When is the Overlord able to spawn Lord Merick? The Masquerade Ball: -Is it intended that the heroes can rescue no guests but still roll a blank on the die and succeed? Is it intended that a two-player game can rescue both guests and still fail by rolling 3 shields? Death on the Wing: -Since the guards do not activate until either a monster or hero is on the same tile, is it intended that ranged monsters can kill some of them without them activating? The Shadow Vault: -Is it possible to jump off the waterfall from any space on the south edge of the Stream tile, or only from the water space on that tile? Does Baron Zachareth spawn with full health, or only two red dice worth? Is it intended that a Runemaster with Runic Sorcery is able to keep Baron Zachareth immobilized for an extended period of time, making it impossible for the Overlord to pick up and move the casket? The Dawnblade: -How, exactly, does Sir Alric Farrow's ability to be "knocked out" like heroes work? Can other monsters revive him as heroes can? Does he get full health back, or only what he rolls on two red dice? Does he spend his entire turn standing up, or is it only one action as mentioned in the quest guide? If the Overlord has won the "Enduring the Elements" quest, elementals can be chosen as an open group; is it intended that an elemental can sit on the tomb space and use its Air ability every round to prevent the heroes from entering that space? The Desecrated Tomb: -See above for questions on Sir Alric Farrow. Who controls how Khorayt spends surges, and what path his Fire Breath ability takes? The Twin Idols: -How does the Dash card interact with the monster carrying the Idol of Skulls? Can it perform two move actions if it starts its turn carrying the idol? If it doesn't have the idol at the start of its turn, a Dash card is played on it, and it picks up the idol as its second action, can it still spend a third action for movement? The Man Who Would Be King: -Is it intended that the overlord is still able to draw a card from Dark Charm if the hero passes his skill check in the second encounter? And a general question for all quests: Some quests allow monsters to pick up objectives, or require that the heroes kill all monsters. An elemental is able to use the Air ability every turn to become immune, either preventing the heroes from killing all monsters, or preventing them from picking up an objective token it is carrying. Is this intended, and if not, how should it be changed?
  12. Some things I'd like to see: I'm going to re-add the idea for a miniatures pack for just the 1E monsters and heroes. Preferably they should be split up based on what expansion they came from; so a "Base Game" minis pack, a "Well of Darkness" minis pack, and so on. They don't need to contain as many miniatures as the 1E version of the game came with, either; only enough to meet the 2E group limits (plus some extra minion kobolds, since the masters spawn more when they die and get to ignore the group limit). I wouldn't mind a campaign book that retells the 1E missions in campaign form. Not an exact replica of the 1E quests, but remakes of them with similar themes. They don't even need to be as long as the 2E campaign, just something that would last for one "act" instead of two. New classes would be awesome. New heroes to go along with them (sorta like how each of the 2E heroes each match one of the classes) would be cool, too. They don't need to add new archetypes, either; pretty much any class you can imagine could fit into one of the four general roles they had (and adding new archetypes would kinda mess things up with the conversion kit, since none of the heroes there get to be used with that class). They could also add "multi-archetype" classes; a Battlemage class could be both Warrior and Mage archetypes, and either one could play it, for instance. I'd also like if they release campaign books that are just sold as books, not a regular expansion. That's not to say I don't want 2E expansions with more bits, of course, but I can imagine a lot of stuff done with just the base game components (although new lieutenant cards and stats might be necessary). I'm not sure if adding an Act 3 to the game would be good though, as it would mean either releasing an all-new conversion kit that has just the act 3 versions of the monsters, including act 3 versions of all 1E figures in the new game, or just making it impossible to use 1E figures after act 2.
  13. Merroids have the Wilderness symbol (the tree), so they're a legal choice.
  14. Personally, I would rule that whenever special movement or placement rules would place a figure in an unavailable space, the current player chooses the closest space instead. This rule's already in effect for monster spawning in most cases. This would affect both the staircase (if a monster's on the other token, the hero just pops out next to the monster just fine), and the river/waterfall.
  15. Columbob said: If you're disappointed, look at it this way: 6 lieutenants are featured in this campaign's quests (20 quests total). I doubt we'll even get to see them all in a single campaign where we play less than half the available scenarios. How many more lieutenants could they cram in there unless almost every quest featured one? Actually, just about every quest does feature one, although most only have the lieutenant show up in the second encounter. Both finales feature several, in fact. It makes sense, really, as they've got cards for both act 1 and act 2 for all the lieutenants. Also, all the act 2 quests have tie-ins to the corresponding act 1 quest in the descriptions, sort of explaining why you had to have won (or lost) the act 1 quest in order for the act 2 quest to "show up". So it only makes sense that the lieutenant that shows up in the act 1 quest also shows up in the act 2 quest.
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