Radish

Members
  • Content count

    179
  • Joined

  • Last visited

About Radish

  • Rank
    Member
  • Birthday

Contact Methods

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

Profile Information

  • Location
    , 0, United States
  1. Interesting. Thanks for that write up! Is there a specific strategy for the other corporations? It would be helpful when we play again for everyone to have an idea of what they should be leaning towards.
  2. Just a quick question after playing this game one time. The ability for Melange Mining is a little awkwardly worded. I just want to confirm that the effect is basically "After an event if the threat meter only increases 1 or nothing at all that player receives 3 capital." The player that was using that corp felt that it was pretty weak since they was only six opportunities for it to possibly be applicable (and there's not always a lot you as one player can do to stop threat gains from effects) and the reward wasn't as great as say, Jinteki wiping out a ton of illnesses for instance. I'm assuming that the Melenge has all general actions is the offset; does that even out the balance? Also it could just be that it's a slow gain instead of bursty like other players that get stuff when things are actively removed. Just wanted some input from more experienced players, thanks!
  3. Great thanks. I'll make a note to write it down next time to report.
  4. We ran into an issue playing a mission and didn't know the immediate answer. If you start to talk with a character and then are prompted with a selection which requires you to spend an action and then continuing that conversation takes another action but you don't have any left, are you forced to cancel out? Additionally what do you do in such a situation where you don't have an action to spend but there is no option to cancel out and you are forced to spend an action you do not have? We might have been missing something here.
  5. I did but got an SQL error so figured it didn't post. My bad, I apologize for spamming.
  6. Every shop in my area sold out the first day (or everything was on preorder) and no one has any idea when restocks are coming in. Was there just a limited release? I haven't seen something like this since Marvel Dice's release where you couldn't find anything for a month. Is there any word on when more are coming?
  7. The stores in my area apparently got few copies and have no idea when they will be getting more leading to wait lists for whatever restocks come in. Some say even their distributors are clueless on this. Every webstore is sold out with nebulous December restocks. What's up with this, did Fantasy Flight just totally not forsee demand? I haven't seen anything like this since Marvel Dice totally screwed up their initial release where you can't find a copy and there's no real information anywhere on when new stuff will come in.
  8. Ok thanks! I'm not sure what bonuses I am giving I shouldn't though. If a psyker has a PR of 3 and uses a PR of 1 for a spell that's +20 and then another +10 for the psy focus. The Psy level of the spell doesn't really matter a huge amount unless they really need the range. So with a willpower of 50 that's 80 or under for a test. So versus a villain with a willpower or toughness of 45, which is fairly high for humans, that's three to four degrees of success that the player has on average over him which is incredibly difficult to roll (typically it means they have to roll 10 or under on dice to resist). When spells like hallucinate and terrify can effectively one shot villains based on one opposed test, that's the issue I am having is that player goes straight for the leader and incapacitates him which makes fights boring and I have to meta where the mooks focus on the psyker to stop this which isn't fun either. Snipers and really good shots can do a lot of damage but they still need to roll really well and targets can have damage reduction and wounds to soak. I'm not having trouble with damaging spells, it's the binary ones that remove characters from fights based on opposed test. It sounds like I'm doing this correctly though but I would like to know what bonuses I'm giving that could be throwing this off.
  9. So I have a question to make sure I am playing this right. I have a psyker in my group with a variety of the opposed spells. He casts them with a psy focus and uses then under their psy level (since strength doesn't matter) so basically is getting around +20-30 to every focus test depending on spell. Then add in willpower of 45-50 (I can't remember) and only needing 1 degree for stuff like terrify, crush, or hallucination and even big end bosses with willpower 60 stats are likely to be shut out of fights without much they can do against it. Is this right? It's starting to make designing encounters difficult because nothing can stand up to that, but I don't want to tell him he can't do what he wants with his character so I don't really know what to do here. It feels weird that the psyker gets so many bonuses to an opposed test with results that knock the target out of fights that the only way to really design around it is to have guys with absurdly high stat lines. (Sorry for posting this in the wrong forums initially... )
  10. Oops. Google sent me here which is my bad. Thanks!
  11. I think the miss dice result being removed from Imperial Assault is a really good change. Rolling the X feels bad every time and has resulted in people's plans being screwed immensely by bad luck which creates a salty environment. Additionally there's no way to minimize that risk so a master swordsman and a goblin have the same chance of not hitting. There's still a chance for no damage without the miss if you roll very badly and the target rolls well, but you have some agency over that with choosing lightly armored (or avoiding figures with the white defense dice) and getting better gear. Descent is typically a race against the clock for both sides so missing out on a turn because of a constant 1/6 chance can be huge. When one character is the skirmisher and takes the talent to remove the miss dice face it's a huge deal. The miss dice I think is more of a legacy from Descent 1 than anything integral to the game experience. It's basically one of the things that I think would make Descent more fun for everyone playing but isn't ruining the game or anything. In our group at least people are much more accepting when they do no damage because they only rolled two damage and a stun and the Imperial Player got three defenses than if they got a great roll but the blue dice was the X. Second edition is getting kind of old (especially when Imperial Assault is more or less Descent 3rd edition with a Star Wars theme) and I think it could do with some updates from what they've learned in the last few years.
  12. So I have a question to make sure I am playing this right. I have a psyker in my group with a variety of the opposed spells. He casts them with a psy focus and uses then under their psy level (since strength doesn't matter) so basically is getting around +20-30 to every focus test depending on spell. Then add in willpower of 45-50 (I can't remember) and only needing 1 degree for stuff like terrify, crush, or hallucination and even big end bosses with willpower 60 stats are likely to be shut out of fights without much they can do against it. Is this right? It's starting to make designing encounters difficult because nothing can stand up to that, but I don't want to tell him he can't do what he wants with his character so I don't really know what to do here. It feels weird that the psyker gets so many bonuses to an opposed test with results that knock the target out of fights that the only way to really design around it is to have guys with absurdly high stat lines.
  13. ***Sorry this is in the wrong subforum.
  14. I feel you. I like this game but the fact that literally every session results in an argument because something is either unclear or massively unbalanced (usually against the overlord) means that the rest of my group doesn't so I don't get to play. The issue with house-ruling a rules discrepancy is you have to make decisions on the fly and in a competitive game it means that one side is going to have to concede and in Descent that often means losing the entire map. Something like "where does this model go in this situation" where the result is a totally binary win/lose scenario for either side. It's left a bad taste in my group's collective mouth enough that people just don't want to try it anymore which is sad. The game doesn't just need an updated faq it needs another rulebook that updates it with probably some of the things they've learned and incorporated into Imperial Assault, such as the better line of sight system, removing the X on the blue dice entirely, and also balancing the ridiculously uneven hero classes.
  15. Sorry what I am asking is if I own MoM 2nd edition and Mom 1st edition but nothing else, can I buy Suppressed Memories on their web store and be able to play it with the cards, map pieces, and tokens I current have? Like I said the way they are integrating all this stuff is kinda confusing.