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player1552943

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Everything posted by player1552943

  1. Unfortunately, looking at the video preview, all the units are smaller than the descent heroes, which looks odd because the hero models are reused and tower above all the armies. : (
  2. TheFlatline said: Force1 said: Fine, sell them seperately... but how can Tobin be sold out ALREADY???!???! I would think most Descent players would want all of them, and that FFG would have manufactured an equal number of each of them... just weird Tobin was in stock. Bought all 3. He was listed as out of stock for about an hour and a half yesterday. I bought a number of games last night, but none of the characters because it changed from $3 for all to $3 for each, and when I made my purchase Tobin wasn't available, and there was no way I was going to buy just a couple of the heroes and not all of them.
  3. Yeah, I was about to order the set but had to cook dinner. Come back and they've separated them and Tobias is sold out. Didn't get them, and kinda annoyed they changed it like that.
  4. I don't find Vanilla anti-climactic at all. Instead, the quests in vanilla offer sometimes rather difficult tactical puzzles to be solved, instead of an epic, over-arcing quest. That may seem problematic for a dungeon crawler, but I think it's pretty great. Each quest is a variation on a theme (mechanics), which can be quite beautiful.
  5. That's what we found. Ripper and Bow of the Hawk ended up being back-up weapons. Especially since power potions allow five upgrades as opposed to five black dice, surges show up a lot more often, and it can be a shame to have no use for them.
  6. Not only is it legal, but it's a pretty standard tactic. As an OL myself, I never expect my players to spend more than a turn with less than 3-4 fatigue to spend, due to potions and all, so I'm not really too worried that they have fatigue at the start of a new level. At least I have threat and some reasonable cards at that point.
  7. player1552943

    No-dice?

    Big Head Zach said: Based on the information provided in the two preview articles thus far, it's "diceless" in that there are no polyhedrons that are rolled, but you still have a "Fate" deck which has a distribution of outcomes for each type of military unit. It's the functional equivalent of using a deck of 36 cards instead of rolling 2d6 - except with cards, you save on production costs incurred from fabricating uniquely-purposed dice OR having to use normal dice and then look up the results on a table. This solution solves both problems by putting the table results on the actual randomization element and GUARANTEES that the outcomes follow the intended distribution (in case you think dice can be lucky or improperly balanced). So there are dice, trust me. They're just flatter and have the results presented in a very concise fashion. Well, yes and no. It depends on if the combat cards are shuffled back into the deck or if they are discarded. If they are immediately shuffled back into the deck, then they are functionally identical to a dice with an equal number of sides as there are cards in the deck. However, if you discard the card then this all changes because whatever result was on the card is taken out of play. It's the equivalent of rolling a six on a chart, and then saying that you can no longer roll sixes on the chart. It has a memory, which isn't something that dice support.
  8. If your not up for a really long running campaign, I'd skip RTL. All the other sets will easily supply you with tons of play time. RTL is fun, but there are some frustrations that will come from playing it, but that's partially because descent wasn't created with a long-term campaign in mind when it was first made. RTL does have a bit of butterfly effect in that some early mistakes can really cost you big later in the game, and since it is such a long game, that may bother some players. Still, I think it's up there on my list of great gaming experiences, especially as the campaign is very low on book-keeping.
  9. You are missing one of the biggest mechanics of Descent. When a hero dies, they don't die permanently from the game. Instead, the go to town and can return to the dungeon via a glyph of transport, with full health. The only thing that happen when a hero dies is that their CT value (the number in the lower left corner of the character sheet) is deducted from the party total, all status effects on the hero go away, they are restored to full health and fatigue, and they lose half of their gold coins. Only when the parties pool of CT is reduced to zero (unless specified by the scenario) do the heroes lose. And since there are ways for the heroes to gain CT, it may be necessary for the OL to kill the heroes multiple times over.
  10. This is most certainly the most bizarre, obtuse, and abusive mis-reading of a rule I think I've ever seen (and I used to play Warhammer!). I'm absolutely appalled when players try to force bizarre and idiotic rulings because they figure out a way to argue for it based on some mutable interpretation of the wording of a rule, despite the fact that the rule is very clear. Here we have the situation where at all times the OL gains threat at the beginning of his turn equal to the number of heroes in the game (always 4 in RTL), and then some clever git trying to argue something that breaks the game, is so bizarrely different than the standard rules that you'd think if someone designed it that way they'd have spent any amount of text to explain that it's different than the standard format.
  11. I've just started! Finished the Kobolds. You can check them out here: www.warseer.com/forums/showthread.php
  12. 9 Beastmen (3 of which are masters) 9 Skeletons (3 masters) 9 Spiders (3 masters) 6 Sorcerers (2 masters) 6 Razorwings (2 masters) 6 Hellhounds (2 masters) 3 Ogres (1 master) 3 Manticores (1 master) 3 Naga (1 master) 2 Giants (1 master) 2 Demons (1 master) 2 Dragons (1 master)
  13. Oh, I agree the intention is for the door to act like that, but by RAW you can be a bit of a jerk and still be within the bounds of the rules.
  14. They can attack from a space that is diagonally adjacent to another space, even if there is a LOS and movement blocking obstacle next to the space. A diagram will be better, so here. HHHHHHHH HOWWWWW HHW HHW HHW The hero (represented here by the O) can attack the italic H in the top row, even though there is a wall (W) kitty-corner between the target and the attacker. Since LOS is measured from the center of a sqare to the center of the targeting square, and is only blocked if it crosses something that blocks LOS, then true diagonals are only blocked by obstacles if there is something in one of the true diagonal spaces. Otherwise the LOS passes through the boundry of the spaces at the corner, but not through the spaces themselves. Yes, this also means that in some scenarios the heroes can move behind a door without opening it if it is placed in the right way.
  15. Yes, you can spend movement points when declaring a run action. So in your example, a Movement 4 hero declares a run, giving him 8 movement points. He can drink a potion (1 movement point cost), re-equip (free at the start of a turn, 2 movement points) and then move 5 spaces (8-1 for potion -2 for re-equip = 5 movement points to spend on moving).
  16. I can see it being a bit more difficult then, but then again, that's something the Sorc King has to take into account if he wants to buy snipers, and it still doesn't make Taunt unavoidable.
  17. Mordak said: I thought that hero's could goto town via glyph and heal if they wanted to but that costs money and a turn to do so. is that wrong?. They can if they start their turn next to the glyph of transport. I think it costs 75 and is based off of Tamilir's temple rating. Mordak said: Also recycle the deck I thought that just removed them automatically from the dungeon, if recycled twice in the same level. Yeppers, no insta-win there. It's usually only important during Legendary areas where you actually have a chance to recycle the deck twice on the last level.
  18. Jake yet again said: I'm in the Taunt can force attacks but can't force movement camp. That said we took Taunt out, as it takes away a lot of control for the Overlord and makes the game less fun. Why? Taunt is one of those skills that seems really powerful, until you get an OL who knows how to get around it. At most you should have one monster that has to attack the hero (ranged monster) so he can block LOS for all the other ranged monsters to shoot whoever they want. And melee dudes can just run around him. Taunt isn't that good, it just looks good on paper.
  19. Parathion said: Corbon said: There are implicit rules for familiars entering a new dungeom level. There are no such rules for necromancied monsters. Therefore, familiars can and do accompany the heroes on the next level. Necromancied monsters can't and don't. Err, I am sorry to be unable to follow that logical chain. Defining a ruleset for one special type of game items (familiars) while not defining a ruleset for a different special type (Necro´ed monsters) does not immediately exclude the second special type from being treated the same way as the first. Especially not within Descent rules, which simply do not allow for such conclusions, as you, Corbon, et al. have demonstrated on countless occasions. I agree there are no rules for N´s, but we at least have to take into account that this was just another oversight when the RtL rules were written. To your first point, applying rules that are specific to one part of the game (familiars) to another (necromancied monsters), even though the second case has it's own rules associated with it and tells you how to use them (just as the OL controlling a monster. Note, the OL can't move a monster from one level to the other, so why should a hero when it says the necromanced monster works in the same way as monsters controlled by the OL?) is nothing more than you deciding what you want the rules to say, and not what the rules are. The only thing that Necromancied monsters have in common with familiars is that they are not heroes, but they are controlled by a hero player. That's it. As to the second point, Corbon's argument wasn't a thematic argument. There was one bit of thematic explanation at the end to help you swallow the rules, but his argument was based off of FAQ rulings. If you want to house-rule Necromancied monsters being able to move between dungeon levels, that's fine. But that's what it is, a house rule.
  20. Thanks Corbon. I looked (unsuccessfully) for the specifics of familiars in RTL, and so had to build an argument around the conventional and almost universal assumption that familiars move from level to level of the dungeon with the heroes.
  21. No, there are no requirements where a LT must set up. Now, this may seem unfair to the heroes, unless you are playing the Eternal Night plot and the LT in question has a quest item. Forcing him to flee makes him return to the OL keep (which can be important in any campaign) and drop his quest item, which can easily render Eternal Night un-fulfillable.
  22. Parathion said: Come on people, from the FAQ it was very clear from the beginning that a Necro´ed monster would never move into the portal. The question is: How is a familiar handled whose owner just entered the portal? a) Can the familiar can enter the portal (although there is no benefit I can see for doing so)? b) Does the familiar function as usual after the hero left through the portal? I guess that was basically answered for outdoor encounters, in which familiars still work as normal even if the controlling hero was killed. c) When is the familiar removed from the board after its owner entered the portal? I guess as soon as the last hero enters portal or glyphs to town, triggering the end of the current level and set-up of the next level, including set-up of the familiar, having jumped magically to the new level. While a) is excluded for Necro´ed monsters as per the FAQ entry, b) and c) could still work the same for them as it does for familiars. I don't know why you think that if familiars work one way than Necromanced monsters should work the same way. Never in the Necromancy card is the affected model referred to as a familiar. Indeed, no. It says it works just as a monster under the control of the OL would, except that the hero is in control of the monster. For c) I've already said that there is no explicit implication of how familiars move from one level of the dungeon to the other. The only explanation is that a familiar is either a skill or a piece of equipment, and there is never a case of heroes losing access to their skills or equipment as they move through a dungeon. Necromancy the skill is not the same as a monster raised by Necromancy. And monsters are expressly forbidden from entering the portal (the only other means of moving between dungeon levels) As for b) Hero death (as in encounters) has no effect on Necromanced monsters. It's never mentioned in the card that the hero must stay alive. However, should the heroes flee an encounter, they wouldn't get the necromanced monster for much the same reason as for c). The key is that a new dungeon area is an entirely new board.
  23. All the GLAOQ says is that they party can attack multiple LTs during their game week. Fighting them in separate encounters (as indicated by the FAQ) is still fighting multiple LTs. in the same game week.
  24. The first few quests are pretty easy for the heroes, especially the second quest. The fifth quest is really hard on the other hand.
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