Jump to content


  • Content Count

  • Joined

  • Last visited


About RustyDust

  • Rank

Contact Methods

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

Profile Information

  • Location
    Hamburg, Hamburg, Germany
  1. Beg to differ there, Loki. We bought several sets of dice for all players, so they don't have to passed back and forth across the table all the time. This reduces the time we spend looking for them on the cluttered gaming table, too. Maybe these dice used are skewed (ie a so called 'unfair' die in the mathematical term, as in 'an unfair coin'), so they actually could produce a (slight) margin of error. Maybe. Or maybe it is selective memory. But I 'personally' would swear there was someone out there to get my players.
  2. Yahoo. Antistone. Sorry if I riled your horse there. Thought I had put in the winky there. That was to be taken with a grain of salt. But in my personal experiences, I have seen so many totally unlikely dice rolls actually happen, that I _personally_ feel something has to be wrong with it.
  3. @Badend Where did you find the ruling by Kevin Wilson that buying treasures being restricted to the color of chest open is applied only to vanilla, not to Rtl-campaigns? I can't seem to find it in the latest FAQ nor anywhere else I looked. Please give me a link or a page reference where I can check up on this. btb: scaling leaders could be done not at the exact campaign level switch, but at the campaign mid-point (ie at 300, and 500 CT total). Thus it would remove the switching unfairness for heroes, while still allowing an automatic upgrade of the bosses. Maybe the OL could spend a small amount of XP to upgrade the dungeon leaders/ encounter bosses immediately (something like 3 CT at silver and 6 CT at gold). You could also (or instead of) the upgrades given in the first post here give the leaders the boost as proposed by The Immortal on boardgamegeeks. Check out his thread there http://www.boardgamegeek.com/thread/403388. Under medium priorities: "Monster Toughness: bosses stay bosses. All Named monsters receive their listed HP bonus once for each campaign level (e.g. a Master Beastman with +8 wounds and +1 armor is +16 wounds at Silver campaign level and +24 wounds at Gold)". If that were done automatically at the MID-point of the campaign level it would remove that first-week heavy hit-change, yet still give the OL a little boost later. Or you could get 1/2 of the upgrade immediately, the second 1/2 when reaching campaign level mid-point. Or couple it with the possibility of the OL paying xp to get the full upgrade immediately. Many options there.
  4. Amazing stuff. I had to use those ideas instantly (and I'm the OL in our game). Just a few questions: Can you get us higher quality jpgs of those cards/markers so we can print em ourselves? How about introducing wall/defense or arket upgrades for other towns, like repair items which were destroyed (Forge, 4 xp), for a train action at the market. Or a Vynelvale Cathedral upgrade (4 xp) giving Heroes a blessing for +1 range/+1 damage for all attacks while defending cities from lieutenenants. Swimming Training in Dawnsmoor (Training area upgrade, 6 xp), allows heroes to gain the Swim skill (500 coins, 5 xp (may pass water squares for 2 mp, roll 3 power dice appropriate to campaign level, all damage ignores armor). Yeah, I know this changes one of the basic game mechanics, but I just absolutely hate the reasoning why heros can fly or jump over lava or pits, but can't pass water (haha) squares. I wouldn't fiddle with CTs on hirelings. I personally would absolutely go for total-hireling-kill strikes each and every round. First, they would gain the OL easy CT, second, if the players respawn them, they drain their money quickly (which is something they have a lot of currently in my campaign).
  5. RtL campaign, me being OL: first two dungeons (yes they went through all 6 levels), a total of 9 chests. Not a single blank for treasure determination. Even three sarcophagi came up with: Nothing! Except for one monster (can't remember if it was a skeleton or a sorceror). Then, finally, dungeon three, they open the first chest next to the boss in the last room. I mimic it, three heroes miss with 5 X's in a row, beastman runs away with charge after attacking and killing a hero (ok, he was wounded to 3 life anyway). They chase him around the dungeon, finally kill, and roll: 3 power enhancements and 1 surge. That was their 10th chest in a row with NO items. My hero players are just an unlucky bunch of guys. I've never seen so many X's at the most critical spots as with them.
  6. @ Antistone et al: I understand your argument of probability, as I studied it myself. But from both my nearly 30 years of RPG and board gaming experiences rolling several ten-thousand die rolls, I have come to an empirical conclusion: Ditch the theory of probability (and note: it is still a mathematical theory, not proven to be exactly so). It does not work! It is disproven by (my) empirical stats. (I know, I know, I only rolled a few thousand dice in my life, not an infinite number -haha) I also had an undying monster respawn 5 times in a row (yes, it was the dungeon leader, too). But then it contiued: The heroes rolled for nine (!) chests (or chest equivalents) (ie. total of 36 dice rolls), and did not get even ONE (1) blank for treasure determination. A total of 4 attack rolls (plus two rerolls) in a row coming up X's. All of this happened during my last two Descent gaming sessions. And I am the OL. Most of the bad stuff happened to my hero players. I only succeeded in doing the 4 X's for attacks in a row (4 skeletons, with two Aims). Therefore, I can understand the argument why such a 'random' determination might be considered 'bad' and 'not-fun' for both sides. I as an OL-player did not have a lot of fun seeing my buddies get their rears kicked like that. I see the idea of making it happen more often on the first try (power enhancements, and then less often by using surges and blanks) as only a partial remedy. @ WWU343 Why not try this: Use the Power Enhancement/Surge/Blank variant for the respawning, but do not go to the automatic kill unless the hero delivering the killing blow pays surges or owns the Staff of the Grave (see below for both), next, keep any excess damage of the killing blow on the undying monster, even if it respawns (like in vanilla RtL), plus allow the hero killing the Undying monster to spend 2/4/6 additional surges (for copper,/silver/gold campaign levels) to move the probability one category up each time they spend the surge cost? I.E. from power enhancement to surges to blank to defnitely killed. This would change the chances a bit AND allow the heroes a margin of control about these chances, thus removing a bit of the frustration edge. OT: this could be a balanced rules change for the Staff of the Grave: allow it to move the category of Undying one step per current campaign level up instead of making it ignore Undying. OK, quite a few cents here.
  7. @PrinceLucifer Don't get too angry about the OL racking up lots of XP in the first few game weeks. The difference margin is going to dwindle quickly. In my game (where I was/am OL) I had a rather 'thick-headed' group who absolutely wanted to clear out the first dungeon they entered. They slowly but carefully crept through it in the first round (first major mistake: slowly!), cleaning out every coin pile and every section of the dungeon. Second they went through all three dungeon levels, even when they took their (severe) hits. I actually went through the OL deck TWICE in that one dungeon, and racked up a total of 89 CT during the course of that first week. After that I upgraded eldritch (what else?!? haha) monsters, and from then on the heroes were in a world of hurt. They had failed to gain even one item from the total of 4 chests from the first three dungeon levels. But they had enough money, so they traveled to Riverwatch and cleaned out the market as well as the alchemist. They were able to actually upgrade their heroes after the first dungeon because they actually had gained themselves enough coins and 24 CT during that dungeon. Yet still that was not enough, considereing that they had 5 copper items (which were not all that useful), 3 potions, and around 500 coins leftover. So they entered the next dungeon, and did it again! Slowly during the (crucial) first round of the dungeon levels, then too fast without planning the next few rounds. End result: me ending the second dungeon (week 5) at 134 CT, they were at around 50. Thus after game week five we were almost ready for silver campaign level, me being able to upgrade each and every week. I am currently at a total of 6 treachery (4 trap, 2 event with the Spider Queen as avatar), plus several OL upgrade cards. So, from my point of view (and as a piece of hero advice): the first two or three dungeons, go into the first dungeon level like crazy, hit as many CT-giving locations as possible (ie glyphs, plus maybe 1 or two chests), then go for the money, and then leave (flee). If the OL is really lucky, he might kill off 2 heroes with 2 CT value, or maybe (if he is VERY lucky) a 4 CT and a 2 CT hero, but not more, giving him a total of 7 CT for that game week. Now go for the count: you explored a new dungeon location (+1 CT), activated 1, maybe 2 glyphs (3-6 CT), and maby opened 1 or 2 chests (if you are as unlucky as my guys, you won't get items from them, but at least you get another CT for your efforts). Now the total CT you can get is between 4 and 9 CT for that action, and it will cost you approximately 100 coins for the four fatigue potions (which probably will be restored by the chest(s). Thus you can actually get out ahead of the OL during the first weeks. Second week hit Riverwatch for shopping. Repeat with the next dungeon. Return to Riverwatch. Then, consider which cities you might consider expendable (if they actually are under siege) and DON'T worry about them. You cannot prevent the OL from razing at least one city. Don't go for a lieutenant at copper (or directly after a campaign level swithc) unless you have a lot of very good items for your heroes. If you do take on a lieutenant, don't forget power potions (if you have them). They are probably the only things which can give you that significant edge to that combat. Instead go shopping for one week, maybe even for two weeks at Riverwatch while the other heroes do their training there. Riverwatch will always have 5 items for sale. It is highly unlikely that there won't be at least one really good item for your party there. Maybe you can even get enough CT and coins during your first three dungeons that you can buy another few skills (maybe even Boggs the Rat at Riverwatch). That one is a spawn preventer beyond belief. He can get through the monsters and still get LOS behind them, so that even those spaces won't be available for the OL to spawn monsters. Shadowsoul also ain't something to be sniffed at. Next most important thing is the party upgrade Staff of the Wild, then the Guide. These two together increase the parties survivability immensely. And as you have seen, you can get quite a few bonuses from encounters, if you play it wisely. Now you should be up to snuff, and get ready to give out some kicks. The OL might have succeeded in besieging and razing one city. Yes, tough luck. But that is (probably) better than being up in a world of hurt like my guys now. So now: Kopf hoch, da draussen, der Prinz der Dunkelheit lässt sich nicht klein kriegen!
  8. Here's my 2 cents worth of suggestions for upscaling for 5 heroes. I chose to upgrade the OL options and powers instead of downgrading hero options. Why? Well, the heroes just got a boost of (at least) 25%, why shouldn't the OL get such a boost, too? You could use any or all of these suggestions: 1) allow the OL to draw 1 additional card per turn, plus increase his hand size maximum to 10 (without any avatar upgrades). 2) allow the OL to pre-place additional monsters in total reinforcement cost equal to the total number of treasure items (not shop items) owned by the heroes (master monsters equal 1.5 times the reinforcement cost, rounding up). If a dungeon level restricts monsters choices, you may only place the monsters stated on the dungeon card. Dito for encounters. BTW: this tweak resolves many problems of standard higher level RTL campaigns, if you count copper items as worth 1 item, silver as 2, and gold items as worth 3 reinforcement cost). 3) the OL requires only 12 threat to flip the reinforcement marker (and maybe even only 10 and 6 at silver and gold campaign level!) 4) all spawn cards cost 1 less threat to play 5) all spawn cards spawning more than 2 monsters spawn 2 additional normal monsters of the same type 6) all spawn cards generating only 2 or 1 monster(s) spawn 1 additional normal monster of the same type. 7) allow one spawn card to be played disregarding LoS once per dungeon level. Spawn all these monsters as far away as possible from the heroes. 8) all master monsters life, armor and speed is upgraded by 20%, rounding up 9) upgrade all dungeon leaders' and lieutenants' life and armor by 20%, rounding UP. Also give all of them a Speed+1/+2/+3 bonus. Again, these are merely suggestions and you don't have to use all of them at once. I personally would go for rules 1, 2, 3, 7, and 9, if the OL has 10 XP or more greater than the heroes at the start of a game week, and all rules if he has 10 or more XP fewer than the heroes at the start of a game week.
  9. OK, got it. Thanks for that clarification. In that case, yes, the lodestone is broken (as are the other dark relics) then.
  10. Can a hero affected by the Dark Relic Lodestone discard it by using a Remove Curse Rune or a curse doll? If yes, how does it interact with the card and the Step 2) Equip items of the hero turn? As I currently see it, the Lodestone is broken as it can not be gotten rid of without dying. Please follow my argument through to the end, then tell me, if I am wrong, and where: Argument begins: The lodestone card states: 'Discard all of your equipped potions and all items in your pack. You cannot receive potions or put items in your pack. In addition you cannot receive coins.' The 'Remove curse rune' has to be equipped at the start of your turn. Problem a) the hero cannot receive coins; thus he cannot receive coins from the party treasury, either. Thus the hero cannot get coins to pay with coins for the 'Remove curse rune'. Thus he cannot buy the rune. He also cannot have the rune in his pack as his pack was just discarded completely. Problem b) The lodestone card states he cannot put items in his pack. Even if another hero bought the rune and handed the rune to the lodestoned hero, he could receive but still not use it. Because of Problem c) The rune has to be equipped 'at the start of your turn' so where is it stored to 'not be equipped' until then? Right, in your pack. But the lodestone states that 'you cannot put items in your pack'. Thus the lodestoned hero could not store the rune as an unequipped item in his pack, thus it could not be 'unequipped' on the character. Problem d) Any items in his hands, or in the active slots (armor, other) of the hero are already counted as 'equipped' (see page 8 of the 'vanilla' rulebook, Hero turn, Step 2 Equip items. But the rune has to be 'equipped at the start of your turn' to be able to be discarded together with the dark relic. But as soon as the rune is equipped it is discarded, even if it is received outside the hero's turn. Thus Problem e) as such a hero could never have 'equipped the rune at the start of his turn' (but he already had it equipped previously to the start of his turn when it would have instantly been discarded for no effect), so the hero could never use the rune to discard the lodestone. Thus a lodestoned character could only loose a lodestone through dying. Even special hero abilities that allow the removal of an effect token do not work here as this is not an effect token but a (horribly evil) treasure card. Argument finished.
  11. Nice one Heartworm. Good ideas for prolonged actions which are not quest-based but hero-based. Maybe the Berserkergang prolonged action should be only for the next X melee attacks, not for any attacks (as it is only a melee prolonged action). A few other ideas which could be used: Running Start: Prolonged Melee Action with a 3-5 difficulty. The hero player chooses the difficulty. Upon completion the player receives X web tokens where X equals the difficulty. The hero's next action involving movement receives X additional movement points (but it does not increase the base speed). Remove all web tokens at the end of the hero's next turn. Find Traps: Prolonged Ranged Action with a 3-5 difficulty. The hero player chooses the difficulty. Upon completion the player receives X encounter tokens where X equals the difficulty. The threat cost of the first trap card played by the OL during the next X turns against the hero is increased by X. Reduce the number of encounter tokens at the end of the hero's next turns by one each turn until all are removed or a trap card has been played against the hero. Set Magic Trap: Prolonged Magic Action with a 3-5 difficulty. This prolonged action is disrruptable. The hero player chooses the difficulty. Upon completion the player receives X poison tokens where X equals the difficulty. The next monster moving adjacent to the hero is subject to an immediate magic attack involving a white die + X black power dice similar to a guard action. Reduce the number of poison tokens at the end of the hero's next turns by one each turn until all are removed or the Magic Trap has attacked once.
  12. @Xandria You could choose any obstacles/props, including fog, ice, water, etc. The only thing which has to be observed is to keep a legal path for all heroes to pass through to the final destination. How you keep track of monsters and map tiles is rather simple. Pick the necessary map tiles (including additional tiles) from the available stack and place them in a spot where the players cannot see them. As soon as the heroes gain LOS to a map tile place it and any monsters on them. For monsters the OL photocopies the map and scribbles in a little shorthand for each chosen monster (BM for beastman, BMM=beastman master, BS=bane spider ). OR for all of these optional rules your players trust their OL so far that he does not (intentionally) cheat on them. If you can come to that agreement, it works great. Then you could even ignore the cheating/proof additionol rule. If an OL sees he has truely unintentionally 'cheated' on the heroes he should be honorable enough to offer them a sufficient reward. You could even tell them that the first placement of the tiles and/or monsters is according to their actions. This gives the OL even more power. Remember, this is only for later stages of the game where the balance usually swings toward the players anyway. If this is too much power for the OL you might link these optional rules to something similar to the legendary areas trigger. If the OL is behind the heroes in a campaign level by -let's say- 10 CT he might use one of the hidden aspects of the game. If he is behind by more than 30 CT he might use two aspects, and should he be more than 50 CT behind he is allowed to use all aspects of the optional rules. These triggers are not playtested yet, and they are also up to your own style of play. This is just an idea for the implemenation of these optional rules. @Ivan Kerensky You are welcome not to like them. Yes, some (not all of them) require bookkeeping. But as OL you usually have ample time between your turns to plan future moves anyway while the hero players are acting. During this time you can draw in any monsters you have moved from LOS.
  13. First things first: I do not want to antagonize anyone here, if someone feels pounded, it was not my intent. IMHO I believe that rules (almost any, not only Descent rules) are somewhat ambiguous. But I also believe it cannot be done that rules for a game are completely concise within a normal cost-time-effort-ratio - which every company has to subscribe to if they wish to survive. Rules for more important things (usually called laws ) are normally better formulated but even they are often u for debate - otherwise we would not have so many lawyers. The argument about whether Sorcery may add range or damage to any attack vs an immune-to-Sorcery (usually called Ironskin) figure can actually be boiled down to: FAQ Question Is a figure with an immunity to a special ability (like Sorcery) completely immune to the whole ability, or is it immune only to effects of that ability which apply to it directly? An example of Ironskin vs Sorcery might be included here. This is a subtle difference which has caused this whole thread to errupt into somewhat less than friendly overtones. IMHO Sorcery is completely negated vs an immune figure, affecting both range and damage effects. My first little argument PRO negation: Sorcery is listed under Special Abilities in the basic game (page 23, Rules of Play). Ironskin is also a Special Ability listed in the Special Abilities section of the Well of Darkness (and later) expansions. One of these abilities (Ironskin) states an immunity to another ability (Sorcery). It did not state an immunity to only partial effects of the ability. Thus Ironskin completely negates the effect of Sorcery vs an Ironskin figure - and only vs that figure. It did not state anything about this effect being logical, congruent with the rest of the rules, or some such. It just states it is immune to it. Currently (without an FAQ) IMHO any effect that uses any ability (!) to which a figure is immune cannot affect the figure with that specific ability, either directly or indirectly. Second argument PRO negation Sorcery is a Special Ability which allows you to add range or damage. Thus a figure which is using the special ability Sorcery for range is using it for its complete attack. For this see the original description for Sorcery in the basic rules (page 23, Rules of Play). Sorcery states :"After making an attack roll, a figure with Sorcery may add 1 to either its range or damage..." Thus, at this stage you decide whether you use Sorcery (not an ability which is called Additional Range or Damage) to enhance your attack (either for range or for damage). This is before you apply power enhancements, surges, or any other effects. Thus your attack from now on includes Sorcery effects, not just additional range and/or damage. Then, in step 5 of the attack determination you still have to choose whether you use power enhancements, surges or other effects for additional range or damage. If you do not, then IMHO an attack which does not have sufficient range due to having achieved the required range only by using Sorcery added range still misses completely. Any range or damage from Sorcery is reduced to zero (note: not all damage, only the range or damage component from Sorcery). Thus, to affect a figure with Ironskin you would have to use other means achieve the required range (and normally this would reduce the damage). To demonstrate what I wanted to say with immunity to an ability let's construct a case where a figure with an ability called a ghost-hunter attacks a figure with the Ghost ability. This Ghost-hunter ability makes the figure immune to the Ghost ability (note: this is not the same as : ignore the immunity of figures vs non-adjacent melee attacks or the ignore the passing through of Ghost figures). Thus would this figure with the ghost-hunter ability be able to attack a figure possessing the Ghost ability with a melee attack from an adjacent space? Yes. Could the figure with the Ghost-hunter ability walk through a figure with the Ghost ability? No. In both cases the immunity to the Ghost ability affects all aspects of an ability, not only parts of it. Thus I am a firm supporter of the case : Immunity to a special ability includes all aspects of a listed Special Ability, not only partial aspects. Again I do not wish to pound anyone, just wanted to offer my two cents worth.
  14. Sorry about that FFG, but I personally am not willing to spend a total of almost $80 for a mere 7 miniatures. Pack 'em in a blister, sell it for $20, then you are talking. IF they are prepainted, maybe $25, $30 max if they are truely gorgeous. But currently it's a no-go for me, with no photos of the real minis - just their LT card pictures.
  15. The german distributor of Descent added a leaflet with optional rules to his version. I just wanted to introduce them to the community if these options are not well known already. I have tested quite a few of them, but two of these give the heroes the heebee-jeebees. Optional Rule 1 Hidden Maps Map tiles are not placed when the heroes enter a dungeon level. The heroes obviously should not get a look at the map in the quest guide during the game. Only once heroes actually gain line of sight (LOS) to a map tile is it placed (obviously the starting area is completely placed at the beginning). Also place any obstacles only when the heroes get LOS to them. Once a tile is placed it remains in game to the end of the dungeon (or level). In an RtL campaign I construed the starting area to be the area marked in red where no monsters can be placed by the OL. Also I never told the other players the name of the level they were on currently. This kept them in the dark for some time as many levels start similarly. Optional rule 2 Hidden Monsters Monsters are not placed on the board when the heroes enter the dungeon but only when they gain LOS to them. Any monsters which are on the board remain visible as long as they are alive. This also applies to spawned monsters as they obviously can not be spawned within LOS. This gives the OL an immense tactical boost especially at later stages where his monsters actually become a lot better than plain vanilla monsters. Also the heroes dont know how to best place themselves to prevent that mage from being killed from behind unless they go very carefully. Careful advancement again takes time - and time is the OL's friend. Although these two optional rules sound quite tame they are killers. It removes a lot of the instant tactical knowledge the heroes get from the game. This is replaced with finding the monsters first, thus wasting time and resources. Also it removes the instant dungeon clearing effect a bit as the heroes have to choose their actions a lot more carefully. Guard actions become more interesting as the players don't know if a melee monster has enough movement to really reach them if it came from around a corner just up ahead or if they should wait for its big buddy (which might be too far back, etc.). If you enforce one of the two at silver campaign level, and both of them at gold you give the heroes a lot tougher time. At least this helped me a lot. I added my own optional rules to this. Additional map tiles: At silver campaign level the OL could add up to 4 small to medium (no more than 2*4 straights or a crossroads, turn-off, or a curve tile) map tiles anywhere on the map except between the starting area (red marked spaces) and the first room. All the original map tiles still had to still be used. At gold campaign level the OL could add up to 6 small to medium (no more than 4*4 rooms or the above tiles) map tiles anywhere (again placed as above). Additional obstacles At silver campaign the OL is allowed to play up to 4 additional 1*1 space obstacles, at gold up to 6 additional 1*1 space obstacles anywhere on the map (OL choice). These hadd to picked at the start of a dungeon level, and placed next to the playing area. Each time a new tile was placed the OL has the chance to pick any or all of the obstacles and place them under the restrictions shown below. Obviously any of these obstacles have to be placed to leave a legal path to the end of the dungeon for all heroes. Hidden monster powers: All monster powers are hidden until the first time their effect is used against the heroes or affects the actions of the heroes somehow. Until that occurs the monster powers (speed, armor, wounds, attack dice, specials) are kept secret. For this keep the monster stat cards hidden during a level until the heroes actually beat a monster at least once. Only those effects the heroes had any chance to notice are immediately revealed (for example pierce, ironskin, etc.). Obviously the real pros already know all the powers, but until then you might keep some players in the dark a bit longer. All dungeon cards are revealed at the end of a level as well as the map in the quest guide. The hero players may check for any incongruencies with the laid out map and the played monsters afterwards. Together with the hidden maps rule above this totally changed my later stages of the game. The players grew to be a lot more careful and started using their heads a lot more. To balance any OL cheating which might occur due to the hidden monster/monster power rule the hero players had the following options: if they could flawlessly prove the OL's cheating they may remove the offending monster/obstacle/tile plus any one other monster or obstacle from the current dungeon level. Also they gained one immediate roll on the chest table plus one conquest token for detecting this cheating attempt. This is normally enough to keep the OL on his toes and play it straight.
  • Create New...