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About Mr11

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  1. shnar said: Can the Necromancer activate his Reanimate familiar at the start of his turn, voluntarily destroy it, spend an action during his turn to create a new Reanimate familiar, and then activate this new Reanimate at the end of his turn? -shnar We had this same question. I say based on the rules and how it talks about "each familiar" that a hero controls that this should be legal. I would like to know this as well.
  2. Great, thanks. I just wanted to make sure because it seemed odd to me that you would have a better option that 2 movements for moving far distances
  3. From the rules: Move: The hero moves his hero figure up to a number of spaces equal to the hero’s Speed. The hero may interrupt his movement with another action and then complete his movement after the other action is resolved. Rest: The hero will recover all fatigue at the end of this turn. ADDITIONAL MOVEMENT A hero may suffer fatigue to receive additional movement points during his turn. For each fatigue suffered, the hero receives one movement point. If the hero already has fatigue equal to his Stamina, he may not suffer any more fatigue to receive additional movement points My question is whether the rest option was intended to function as it does. Given these rules if you have a hero with movement < stamina and that hero has no need for stamina after his turn (i.e. during the overlord's turn) then it would never make sense to perform 2 move actions if you wanted to cover a lot of ground, it would always be more beneficial to do a move + rest and spend all of your fatigue (since you will get it all back after the overlords turn). Is this intended and am I understanding it correctly? It seemed that at most the delta between movement and stamina was 1 but I am just making sure that this is correct. This would also work for performing a skill and resting. If you had a hero with a large stamina pool (say 5) then they could declare use a skill and rest and if the skill costs 1 point of stamina then they could move 4 spaces use a skill and be at full stamina the next turn. Correct? I am having my first play test tomorrow night so I wanted to make sure these were correct interpretations of the rules.
  4. Thanks for all of the positive feedback. I will try and find some place to post it to make it available to the community. To answer this question: tasowar said: Are abilities standard or can someone add his one? No, you cannot but this is on purpose as the goal was to enforce the rules set forth by FFG. I don't see why though I couldn't add a mode at the start that allows you to choose whether you are going to make it legit or not. I will consider adding this if I get time, first I need to find a place to put it. I will keep you posted.
  5. I created an app a while back to create heroes for Descent that would enforce the official policy laid out by FFG. I sent an email to FFG to see if they wanted to host it for people to use but I didn't hear back. You just enter the information you want and then save the card and it will print out at the correct size. I have used this to make my own heroes and it works great. If anyone thinks this would be useful I can see if I can find some place to host it. Here is a screenshot (in case the image doesn't show up, here is a link img215.imageshack.us/i/descentherocreator.jpg/):
  6. Big Remy said: 1) You don't really need a clarification, since you pretty much have the answer IMO. 2) Yeah, the whole Web/Guard issue is pretty vague. It's just nice to get clarification because it makes playing the game easier. I don't want to have to fight with my good friend the Overlord .
  7. Stefan said: 1. Doesn't make much sense - only one heroe is avoiding the damage by dancing around, not the party. 2. Good quesion, what happens when you're stunning a monster with Guard? We did this on the basis of how dodge works. From the sticky thread in this forum: Area of Effect attack and Dodge. An area attack is made on a group of characters. The attack die are rolled and one Hero uses Dodge. Does the original roll take effect on the other Heroes, or does the newly rolled attack affect all Heroes? The new roll effects all the targets. By this ruling you can see that one hero with dodge amongst a group of heroes basically gives them all dodge as long as he is part of the attack. Also, the text of the card says "the monster's attack becomes a miss" it does not say "you dodge this attack". It would be nice to get clarification on this. Stun is different because it specifically states that you have to have the counter on you at the start of your turn. Upon further reading the Web description in RtL it looks like I found the answer I wanted (maybe): A hero who is caught in a web is marked with a web token. At the start of each of that hero’s turns, its owner must roll a black power die for each web token on it, plus one additional black power die for each die of Melee trait the hero has (the number of bonus power dice rolled when the hero makes a melee attack). For each power surge rolled, remove one web token. If any web tokens remain on the figure after rolling, the figure cannot spend any movement points that turn. Monsters caught in a web remove tokens the same way, except that they roll one black power die for each web token, plus one extra black power die for each space they occupy beyond the first. So this makes it sound like the check that will disable you from spending movement points only happens at the start of your turn. This doesn't really make sense, but whatever. I was thinking that a good tactic would be to put someone on guard that had a weapon with web to prevent melee attackers from getting close, looks like that plan is down the toilet .
  8. Here are two more that came up last night: If a monster makes a breath or blast attack that affects more than one hero and one of the heroes plays a feat card like Evade then does the attack miss for all heroes or just the hero evading. We played it as though the attack itself is a miss (similiar to rolling an X) due to the way it is worded on the card. The text of Evade reads: Play after a monster has made a successful ranged or magic attack against you (a ranged or magic attack that doesn't miss). You must roll a power die. If the result is a surge, there is no effect. If the result is not a surge, that monster's attack becomes a miss. If the overlord is moving a monster and a hero with a gaurd order is able to successfully place Web tokens on the monster via an item or other method then does the monster stop moving immediately or is it allowed to use the rest of it's movement for that turn?
  9. If the heroes stop on a dungeon for the first time but choose not to explore it do they still get 1 XP or do they only get the 1 XP when they explore the dungeon?
  10. We are playing our first RtL campaign and a few questions have come up (some related to RtL and some vanilla descent) over the course of play. Can anyone comment on whether we did things correctly? Gold piles: In vanilla Descent these game 100 gold to each player, we played it as though this was still the case so the heroes collectively recieved 400 gold per pile Ring of Quickness (I think that's what it is called): We interpreted this card to mean that the hero gets 1 extra movement, even if he performs a run action. The basis was that it adds 1 extra movement, it doesn't increase their speed by 1. Undying: Extra damage is NOT carried over (WHAT THE...) Reach: The target of an attack with reach must still follow all of the normal rules for attacking, particularly LOS (i.e. you cannot attack around a blocking obstacle if the target is not within LOS) I think there were others, I will add them as I think of them.
  11. Can someone please tell me where I can get the template for making heroes? I found one on BGG but it doesn't look like the official cards, does someone have a photoshop template?
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