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About drummond13

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  1. I saw that. And I assume those purchase are for campaigns designed specifically for the app. I was just wondering if the app could be used to play campaigns that came with the game as well. Like Shadow Rune. This would just make it much more appealing to me.
  2. I might be missing something here, but is is looking like this app will only be usable for campaigns made specifically FOR the app? For example, will I be able to use the app to play as the Overlord in the base campaign that comes with the base game, letting me and my friends tackle it together without an Overlord player? Or is the app usable for app-specific campaigns only?
  3. I'm not so sure. It is true that this app in no way hinders the ability of anyone to continue to play Descent how is or her group prefers. However, it may suggest a new direction for the development of new content for Descent. For example, I assume overlord cards have no place whatsoever in this app. If development shifts to content created primarily for use with Road to Legend, it's conceivable that there will be fewer overlord classes developed. This app need not mean the end of overlord content (the recent release of "Mists of Bilehall" in fact shows a lot of love for the overlord) but it's a legitimate concern. I think this app looks interesting, and I'm looking forward to its release. I've had the experience recently of playing Descent with someone who generally doesn't enjoy the overlord/hero competition. He dislikes playing as a hero and waiting for everyone else to take their turns, and feels victimized as an overlord. I understand his frustration, but we see Descent very differently, and appreciate different things about it. However, I think he (and others in my group) could really enjoying playing Descent using Road to Legend. As I've said before, the overlord/hero dynamic is the best part of Descent in my opinion- it's what makes Descent worth playing (for me). This app could be rich, engaging, and fun- but its very reason for existence is to remove the aforementioned dynamic. Therefore, if (a giant, potentially unsubstantiated "if") this app represents Descent's future at the expense of overlord content, that's just unfortunate. If, on the other hand, this app exists alongside "traditional" Descent content, then it's a welcome realm of new possibility. Fair point. And yes, if this app means that FFG will actively change their releases and focus in order to cater to the app, I can definitely see fans of the game having an issue with this. I guess I just see absolutely no indication of that so far. It really looks like it's designed specifically to supplement one's gameplay. But like a lot of others here I'm just speculating at this point.
  4. I guess I'm a little confused at the intensity of your dislike for this announcement. This is clearly a completely optional addition to the game that doesn't impact the game in the slightest for people who choose not to use it. Sounds like it totally isn't for you, which is great. For me, it provides the opportunity to play as a hero with my sister and her husband. I always end up playing the overlord in this game (and other games with similar roles) and I'm getting a bit tired of it. The opportunity to play the game on the same side as them is one I find very, very appealing. How is providing me with a way to do this (and still let you play the game the way you clearly enjoy playing it) showing lack of respect for their product? edit: Read some of your responses to others since posting this statement. I disagree with your sentiments, but understand a little better where you seem to be coming from.
  5. Not really how the game is designed, but if both you and your players are happy with the setup, I guess there's no real issue.
  6. I know those exist, but I've only encountered maybe a handful of them; with all characters in all the games I've played. Compared to literally every other special ability in the game, it still feels extremely weak as written.
  7. Yeah, that seems to make him one of the worst characters, frankly. And makes the pocket watch almost useless.
  8. I'm a little confused with the pocket watch and Mark Harrigan's special ability. Namely, "you cannot become delayed unless you choose to". I think this is clear in the case of a beneficial encounter, such as when you can become delayed to gain a skill. But what about cases where the encounter says something like "lose two health or become delayed"? You're still technically choosing to become delayed in this instance, but shouldn't the special protection of the ability be usable to avoid anything bad happening in these circumstances? This situation has come up quite a bit in our games. How have other people been playing this?
  9. I apologize if the tone of my post seemed to be negative; it wasn't intended that way but I can easily see how it would read that way.You merely stated in a single sentence that you felt luck was more relevant in EH than it was in AH. Silly of me to latch on to that one statement in your review to put forth a minor disagreement. My win ratio at AH is about the same as yours so I'm certainly not disagreeing with your statement that the aspects of luck in that game can be gotten around strategically. I just see EH being similar. It's true that a lower statted character would have trouble doing necessary things like grabbing clues and sealing gates, but the game gives you so many different ways to boost those stats that it becomes a matter of weighing what's more important. Do you run to close that gate before doom hits, or do you shop for that ally to boost your lore first? Do you stay in Sydney to gain strength, or do you try to take on that epic monster without it? And it's true that the encounters can throw you some curveballs, but they each have certain tests that come up significantly more than the others. A bad run of rolls can certainly hamper any strategy, but this is true of any game with dice. Still, my success ratio of EH is only about 50% so far, so maybe I just need to play more to really come to a full conclusion on this.
  10. It may not thematically make sense, but I think they were trying to avoid making Hired Muscle too OP. Remember, weapons only help you in combat. The strength bonus from hired muscle helps you with ANY strength test you run into.
  11. There's definitely a lot of luck involved, but I would argue less than Arkham Horror. This is because, as someone above pointed out, the encounters in Arkham Horror are extremely random in terms of which skills they'll ask you to check. In Eldritch Horror the skills are heavily tied into what you're doing specifically. You may get some bad rolls to get clues, for example, but if you have a low observation skill you probably shouldn't be looking for clues in the first place. I would agree with your point about the research cards, but I have to admit, I've never drawn a research card that didn't give me a chance to get the clue, nor have I drawn an Other World encounter that didn't give me a chance to close the gate. I honestly didn't even know they existed, and this is after three games. I guess I just didn't draw the same ones you did. Also, research encounters aren't "Complex Encounters"; those are Other World and Expedition encounters. Are you mixing them up?
  12. Okay, I suppose that makes sense. I'll try to work the dimensional thing into the story.
  13. I am very confused by the Witchcraft card. The bold print seems to indicate that it basically kills off all witches at the start of each Keeper turn. Why does this happen? I can't understand the thematic implications here. Also, am I right in believing that you can use it right from the start? i.e., before any witches have appeared in the game so far? It just feels like a bad move. Why spend two threat to "maybe" summon a witch that then dies after a single attack?
  14. I guess I just don't understand what you mean by constantly searching through the deck. It literally takes less than five seconds to find whatever card you need just by just riffing through the cards. And the benefit is space saved; not all of us have card holders and cardboard spacers. Even shuffling doesn't take any time because you only need to randomize the cards that match. Just cutting the deck a few times accomplishes this. I don't see it as a weird decision at all. On the contrary, I am grateful that the designer consolidated something. Between the various encounter decks, Mythos deck, artifacts deck, assets deck, spell deck, and research deck, I run short of table space quite quickly even without separating the conditions deck into five extra separate decks. But as you said, this is all a matter of personal preference. If your way works for you, more power to you
  15. This feels to me like an issue of personal preference. I see no reason splitting those conditions into the piles you described would be an issue game-wise. For me it would be an issue space-wise, which is why I suspect the cards were combined in the first place. The game takes up quite a bit of space as it is. Personally, I've never had the issues you've described. I shuffle the deck a little, then riff cards until I get one that fulfills the requirement. It takes literally seconds and the deck still only takes up a small space on my table. But if you found this annoying for you and your group, go ahead and separate them. I don't know why you feel the cards should have different backs, though. That would completely defeat the purpose of the double-sided cards.
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