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About Sythion

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    , Oregon, United States
  1. 1) Thomble can't teleport through doors (or obstacles). This is explained in the counting spaces section of the rulebook. 2) I can't see any way that elementals can block, considering that you can move through them, there does not seem to be any conceivable setup that does not allow a hero to get adjacent.
  2. I played a few games solo with an OL that plays following some general rules (which I sometimes break for his benefit). I'm trying to use as much OL cheese as possible, but I'm getting hero victories that are fairly surprising. I've gotten unlucky equipment too, and have only purchased a leather armor. I think part of it is my combo, which is Jain Thief and Dwarf Knight, which is an absolutely broken combo. Jain can get wherever she wants and Dwarf can teleport to her and triple hit an adjacent enemy. Here's the details: Castle Darion 1 - When I first played this with 3 other players against an OL we lost insanely bad, but that was partially due to us not catching an error on the OLs part where he blocked us from even entering the door on the first turn with Shadow Dragons (which are broken as hell, btw). This time I ran Shadow dragons in the first room and Flesh Moulders in the top. I got all but one of my peasants in the "safe room" with both doors shut, and the third only got a single shot off. Meanwhile, I set Dwarf to guard the entrance of the "safe room" from the dragon and Jain ran around at super speed grabbing every objective with free rerolls. Won on turn 4 after losing only one peasant. I didn't see any problems with scaling here. There's just one single viable strategy that has to be played. Castle Darion 2 - I'm not sure if the extra zombies would have made the difference here. I had the OL try to block the entrance with goblin archers (only option that gave me enough to enclose the area) which worked for a turn due to prepped defensive cards, then block the rubble with an Ettin. The ettin fell pretty quick to triple attacking teleport Dwarf, and the rest could just not muster enough damage to even remotely hurt Alric. I think he took 11 HP before Alric and master goblin archer fell on the first turn. This level definitely needs to have Alric scale with the number of players, since less players means less damage to Alric AND more difficulty blocking the heroes out. My suggestion is to have him start with HP = 8 * numerOfPlayers. Masquerade 1 - This was a surprisingly good game. The guests ended up being east and south, which was largely to the OL's advantage. One guest was impossible to save, but the second we blocked the exit when Elvira was 1 square away from exiting. Unfortunately I rolled a 2 on the white dice, so I guess I didn't save host. Oh well, turns out not to matter. Masquerade 2 - This was a joke. I ran up with Jain, killed the spider guarding the door (needed a power potion), unlocked the door, then spent my last fatigue point to get adjacent to Elvira (boss spider took up the rest). Dwarf spends 2 fatigue to move and another to teleport triple attack to insta-gib her. This level needs to have Elvira stand further to the East of the map. It could have been a good game if I couldn't reach her on the first turn. A Fat Goblin 1 - This went about as expected, everyone rushed the wheat, and each side got 2. Possibly could have stopped the third, but left dwarf behind to get treasure, and Merriod locked him in. A Fat Goblin 2 - This was surprisingly an OL victory, but partially due to some crazy luck and bad play. I mis-played my dwarf, which let Jain get trapped behind a Shadow Dragon she had no chance to kill. Not to be deterred, my dwarf reached the prison on the second turn, and attempted to kill the goblins (Which would amount to an instant win, since no one could teleport them). Unfortunately he missed twice, and the OL pulled two tripwires and a pit, effectively keeping him there. Correct prisoner was found on the second turn, and the walk out was unopposed.
  3. wootersl said: There are several rules that were not well thought out. Spending fatigue for move was one. If the idea is to get somewhere on the map first, the Heroes pretty much have that covered. Rest is another, that should have been a full turn action or roll the die for how much you get back. It's almost like they didn't put these rules through extensive testing. I disagree. There are plenty of things that just don't seem well balanced (Shadow Dragons) or don't play out well (inconsistent scaling for number of players), but fatigue is just fine as it is. Actions are in very short supply, so spending an action to recover fatigue every turn is just unrealistic since you're basically limiting yourself to a move-attack every turn. Keep in mind that the levels are much smaller in D2.0, so there is rarely a need to move with careful marathon-like efficiency. Much more commonly, the fatigue is spent to get somewhere deseprately needed before the OL, or to squeeze out one extra movement or two to get your attack or search or whatever. That's how it should be. Sometimes it is 1 movement point more efficient to use fatigue instead of movement to move for some characters, but I don't see anything mechanically wrong with this, and its rare enough that it has minimal thematic impact as well.
  4. Although I've really enjoyed 2nd edition in the few games I've played, several of my friends in my core gaming group do not. This is due to concerns about balance (which is unjustified, imo), play style (too much pressure to race to victory), and the speed of progression compared to 1E. Valid concerns, but ones I don't share. I want to play this **** game! Over the next couple of days I'm going to try running a solo game with the actions of the overlord determined algorithmically on a per quest basis. Interruption OL cards will be modified, and the top cards of the deck (number undetermined) will be played automatically. I'm letting you all know about this as I go through, because there are bound to be imbalanced algorithms I make, or better ways to go about doing things. There will also be problems that arise. Comments and suggestions (or your own attempts to run though this) could make it better. Eventually we might be able to make an entire single player unofficial rule book! Let me know if you're interested. First blood starts tomorrow!
  5. It's not an issue of Los or movement, it's an issue of distance and counting spaces, for which there are specific rules.
  6. I'm considering house ruling that if two weapons of the same type (me lee or ranged) are wielded the surge abilities of both can be used, regardless of which weapon is used. Probably puts dual wielding in line with two handed weapons and shielded knights.
  7. New classes and archetypes will probably show up in expansions, since they require new card sets, however I hope that many of the heroes from the conversion will have more generalized skills that are really useful for either class in an archetype.
  8. I'm a newb. I'll say that straight out. I've only played two games of vanilla. I will always say, however, that dreadnaughts were invaluable in my most recent game as Yssarill. I was targetted straight off by Sol. They came straight for me, and although I had a significant planet advantage, I could not compete if I built carriers + fighters, and I would often end up wasting resources. Without ADT's, destroyers really weren't a good choice for me, and so Dreadnaughts it was. I also pulled two emergency repairs cards, which won me battles where my opponent underestimated me. Although my opponent was no tactical genious, I won. I'm still convinced, despite the compelling evidence shown here that focusing on dreads was the best option for me in this siutaiton.
  9. Thank you for your timely, omni-present assistance
  10. Some cards allow multiples of one thing to get elected, such as 2 planets. Does each player place a vote for two different planets to elect this? Can one planet be voted on? Can people abstain?
  11. I don't understand how this ability is actually supposed to work. We're not allowed to see each other's action cards, but we can trade them? Does one player just tell the Hacan what they have and sort of blindly try to trade? Can they lie? If players are allowed to show each other action cards, they aren't required to show Hacan their hands, obviously. I'm really surprised there's not more questions here about this ability. It makes very little logistical sense to me. Also, tangent question, if Jol'Nar play the action card that lets them use the secondary policy after triggering the primary (synchonicity, I think?) on a technology policy, do they then re-trigger the primary for a total of three techs?
  12. I'm hoping for the balance too. There's definitely a quicker ramp-up of power for the heroes. Although it seems to vary from map to map, either the OL or the Heroes can stomp the other. There have been a few times when one side or the other has won by the skin of their teeth, and those were some of the sweetest moments of gaming I've ever had. In the adventure with the Boss who takes away the hero's ability to use glyphs, both the heroes and the OL had thought they won multiple times before the otherside pulled some trick out of their sleeves. The game literally came down to the reroll of a black die hoping for a damage icon. I also agree that if the OL usually loses, it's a bad OL (or you're misinterpretting some of the rules). Aside from the first 3 or 4 quests (and the trap quest) of the first book, the OL has a much better than 50% chance to win on the first play. It would be nice if the game were balanced with less sucker-punch adventure scenarios. It seems like there's always something taken away from the player at a crucial time to make things seem unfair for the players. Not only do these adventures almost guarantee an OL victory the first play through, they feel cheap and unrewarding.
  13. The reason no one is making it to the dragons horde is because they are searching, pulling crypt cards and pulling corpse cards.
  14. Crypt deck: 15 cards, 4 bad cards, 3 potions (which are worthless in my opinion. They are more likely to do harm than good), 4 gold coins, which unless its an incredibly close match, are worthless. More harm than good Corpse deck: 15 cards, 4 bad cards, 3 ropes (rarely useful), 1 worthless potion, 3 gold coins. More harm than good Search deck: More worthless potions, coins, and some of the worst encounters in the game. More harm than good unless you need a way out of an area really badly (approx 35% chance of escaping, so becomes worth it if not searching will cause you to backtrack more than 2 squares).
  15. I realize that DQ is meant to be a more random and frivolous game. I actually purchased it because of that. However, I am hugely disappointed by this game's actual design. I understand that there are few decisions to be made, and am happy with that. However, this game is designed that some of the decisions are just plain bad. Because the dragon horde treasure cards are so much more valuable than stuff you find in the dungeon it is never a good idea to search corpses or crypts. The aid cards (unstable potion and rope) are rare and hardly beneficial, and the harm cards are real bad. For the same reason it's never a good idea to search unless you'd have to backtrack 2 or more squares to progress towards the horde. The only option of the game which should ever really be considered is the catacombs, and then only if you have enough health and are the proper distance away. Basically the most solid gameplay is this: ignore everything and grab some treasure and leave. That's just bad game design. I am disappoint.
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