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About Idarroc

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    , Liguria, Italy
  1. Well, as long as I can personally design scenarios without expansions, I think I could still find it really interesting. Anyway, what about this: 1. Wounds and fatigue do not change. Each hero gets a "life". When he dies he may spend his life to stay where he is, instead of going to town, but all other death effects are normally applied. When he is killed and goes to town he gets his life back if he has already spent it. Monsters can concentrate attacks to just two heroes, and this is a disadvantage to the party. To balance this each hero is worth one CP less (or the party gets more CPs, don't know). Perhaps, it could be kept the reduction of CPs, even without using lives. 2. Heroes get a single action as usual, but the number of attacks is doubled (so, four for battling, two for advancing, etc). Skills that give extra attacks also give double the normal amount. As part of a ready action, a hero may take two aim or guard orders, but only one rest or dodge order. Movement is unchanged. 3. Lingering effects work normally Poison shouldn't be a problem, fire should also work. Perhaps web, stun and monkey transformation might result being more harmful for the party. 4. Line of sight: perhaps it is better to leave line of sight as it is, and simply increase the threat cost for spawning (by 1 or 2 points). Do you think it would work reasonably? Of course it isn't perfect, and I don't really know if it can be without major changes in the rules, but as long as it could work without major exploits I can be satisfied with it.
  2. Thank you, your help is much appreciated. I will take some time to think about this. Anyway, I'm really curious about your rebalancing project. When will it come out, approximately? And can it be used without expansions?
  3. I came up with some ideas to make one or two heroes games playable and fairly balanced, without doing too much work in modifying the game. I post them here, not in "Descent home-brews", because they are just rough ideas, not a polished and tested systems, and I just wanted to hear if other Descent players thought they could work or if there is some crucial error in my reasoning. I know that I can still play four players game, anyway I just wanted to have fun in finding some way to make one or two heroes game reasonable. Also, with just two heroes, book keeping and equipment management take away less time, and multiclass become more useful, so this kind of game could appeal to someone. These rules are based on two key concepts: 1. Four heroes games are more or less balanced (I think the majority of Descent players think this). 2. Insted of making the monsters weaker, make the heroes stronger. The following rules apply to two heroes game. It is still possible to apply them to solo games with some simple scaling. They are instead difficult to apply to three player games (which, anyway, are already reasonably balanced the way it is). Wounds, fatigue and conquest points Heroes get double wounds and fatigue. When they are killed the party loses double conquest points. Healing potions work normally, vitality potions allow to only recover half of the total fatigue. Example: Mordrog starts with 32 wounds and 6 fatigue. When he is killed the party loses 8 CPs. Notes: the increased wounds allow the reduced party to sustain the same amount of punishment of a full party. The extra fatigue allows to trigger skills more often, and it comes in handy with the modified action rules explained later. Extra CPs are a way to balance everything, since killing a hero in a two players games is like killing two heroes in a four players game. Actions Each hero gets two actions when activated. The first action is declared and resolved, than the second action is declared and resolved, than the other hero's turn begins. Skills and abilities that are triggered when a specific action is taken work normally, and can be activated multiple times in a turn. Example: Mordrog has the knight skill. If he takes two battle action he can trigger it two times, one time at the end of each action, by spending one FP each time. A hero is limited to two movement half action per activation, regardless of the number of actions. So a hero cannot run two times, or run and advance, but still he can run and battle, or advance two times. MPs that are unused during the first action are taken over to the second action (that is to say, when the hero takes a movement half-action he gets MPs for the entire activation, not just for the current action), while attacks that are not used are wasted. Orders may be placed at any moment, even at the end of the heroes turn (so, for example, a hero could take an order action and then a run action, and place an aim order after the movement). A hero may place multple orders. He may also have multiple orders of the same type, with the exception of dodge orders. Rest orders allow to recover only half fatigue (for example, Mordrog would only recover 3 fatigue, even if his total fatigue is 6). When the hero is wounded and has multiple orders that are removed by wounds, only one of this is removed, chosen by the Overlord. All others conditions removes all susceptible orders. A hero may drink two potions in a turn. Notes: these rules allow the reduced party to have the same attack rate and the same "guard capacity" of a full party. The movement limit is necessary to prevent the heroes from sprinting through the dungeon in a few turns. Line of sight Each hero as a special "familiar", which works just like Boggs the Rat. Notes: this rules allows the reduced party to have roughly the same LoS covering of a full party. All other rules remain the same. So, no extra money, treasures or skills, for example. I was wondering if any has some idea, and thinks this system is broken some way. I didn't think too much about it so it is perfectly possible. I'm especially doubtfult about the actions part.
  4. I think that spider can easily get into the corridor to area 2, but still cannot go into the corridor to area 1. I guess it all depends from where heroes come from. In any case, the party still have to go past the rubble, and that spider can simply ambush them by hiding in the left corridor and attacking them when they show up.
  5. Thank you! Next time we will try playing with four heroes, hoping to find enough space on the table to put all extra cards and tokens. Regarding heroes, I noticed that some multiclass are really nice when considering the stats in the upper part of the sheet and the special ability, still they have their dice and skill splitted. I was wondering if this "splitting" gives them some advantage over the obvious disadvantage of having less skill in a single field, since as we played today the only multiclass, Bogran, played a specific role in the party with a full mage and warrior already there, and so his flexibility resulted fairly unuseful...
  6. Today I've played my first Descent game as the overlord. A really nice and fun game. Anyway, some questions rose during play, I post them here not to create a new thread. Thanks for any reply. 1. Do armors that don't allow to equip runes also don't allow to equip magic staffs? They both offer magic attack, so I was wondering if this is the case or if staffs are "special" in this sense, allowing armored characters to use magic. 2. With how many heroes is the game more balanced (in JiTD)? I ask this because I noticed that monster scaling is more of a joke than anything else. Monsters simply acquire a wound for every hero after the first, and this surely isn't proportional with the benefit a new hero brings to the party. So, I was wondering which is the best number of heroes to play a fairly balanced game. Today we have played with three heroes and, luck aside (like Astarra rolling a "X" with 13 out of 18 attacks ), I found the game fairly balanced, but a single game isn't enough to judge. 3. The hero player wants to know if the orc Bogran serves some purpose or not. He is very frail (as the overlord, I managed to kill him two times during the first turns), and his skill is somewhat difficult to use, especially when there are lots of monsters in a room (he only managed to use it after doors were opened). We also noticed that "jack-of-all trades" or anyway "multiclassed" heroes, with combat dice split between multiple traits, tend to be weaker than heroes with three dice in a single trait, since they tend to use the type of attack they have two dice in and ignore the other, so effectively behaving like a singleclassed character with lower skill. Is this "true" or does the inferior proficiency with more weapons types bring some benefit?
  7. Thank you! I think that picture perfectly clarifies the number of monsters by type. Now the only problem are cards.
  8. Thank you very much. Sadly, it looks like that file has the same level of information of the rulebooks, anyway. If I find some time when I get the game I'll post the components contained in my box, so if there is something out of place someone can point it out, and if all the information is correct it will also serve future purchasers. The only problem would be that I bought the italian version of the game, so I could have problems with card names (since translation isn't always literal).
  9. Yes, in fact I think that D&D also looks weird when that kind of pirate shows up.
  10. The problem here isn't the fact that there are pirates, but that they look like XVII century pirates (at least, cpt Bones does) and so they look a bit anachronistic in the medieval setting of the game. Pirates are fine in a medieval fantasy setting; pirates with bicorne hat, royal navy jacket, sabre, parrot and all those other cliches look a little out of place. Anyway, in a setting like that of Descent I think this is just a minor detail.
  11. Hello everyone! Today I've ordered this game at my local gaming store, and I'm getting it in a few days. I decided to carefully read the pdf rulebook on the site in order to be prepared for it, and I noticed that the component list isn't completely accurate. For example, the total number of monster miniatures is specified, but the number of miniatures for each monster type (beastmen, skeletons, etc) isn't. I think it is perfectly normal for a game with such a huge number of components and I expected so, anyway such information would be precious while checking that the game is perfectly in order and there are no missing or wrong pieces. So, I was wondering if reprints of the game have a more accurate list, or if there is a list of this kind somewhere, or if someone would be so kind to post such a list here. I think the only things needed are a list of the number of monster miniatures by type and a list of all "clone cards". Thank you for any help.
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