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Unclechawie

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Everything posted by Unclechawie

  1. The OL will also gain experience with which to purchase additional cards to modify his deck (minimum size of 15 cards).
  2. New preview is out of the Healer archtype with Disciple and Spiritseeker as it's classes. I'm intrigued. Spiritseeker seems like a neat class and one I will be more than willing to explore.
  3. FYI: GTSDistribution has the release date of Descent 2nd Edition in June. This kinda fortifies the thoughts that it will be around the time of Realms of Terrinoth.
  4. I have a suspicion that they are not at the printer at this point. It may be one of those cases that jumps directly from at the printers to in store or shipping now.
  5. Looks like lieutenants will more than likely be part of the quests. For instance, a Fat Goblin will most likely culminate in fighting Slig. Can't wait to see how they're fully integrated though.
  6. Here is the web address to the BGG thread where I received my information on miniature sizes. This should be all you need to know to find suitable replacements. http://www.boardgamegeek.com/thread/789429/playing-1st-edition-converted-heroesmonsters-by-pr Hope this helps.
  7. IronRavenstorm said: IronRavenstorm said: I noticed that also. Something else that caught my eye was the strange looking evil guy with the sword up above the goblin archer card. At first I would have written him off as a hero (since the first game had evil looking heroes), but then I remembered that this preview is all about the OL. Plus, they already showed us the eight new heroes for the new edition. Now, I have the hunch that he might be a possible lieutenant??? He just does not have the look of a regular enemy unit. I am crazy for thinking this??? Sorry for the double post, but I totally called it with the new lieutenants. I really like the the Splig & Zachareth, but I am not really feeling for the hybrid dragon man Belthir. Also, it is pretty sweet that we can use the old lieutenants. Thank you FFG The preview states that we will be able to use "certain" lieutenants from the 1st Edition, meaning that only some of them will be available. The next question is which one. Also, I'm loving the Dragon Hybrid and based on the preview, it looks like Zachareth may be an Lieutenant Ally?!!!!! Can't wait to see how this plays out.
  8. I would love to see a Dragon Hybrid as a monster. Also, the preview stated that certain of the old lieutants will be brought forward into 2nd Edition. Another side note, a sub-heading in the article says Enemies and Allies. Could Zachareth be an ally to the heroes instead of an enemy. Very intersting stuff here. Limited information but there will be lots of speculation I've sure.
  9. Here's the link all. Confirmed a few suspicions and discusses line of sight. www.fantasyflightgames.com/edge_news.asp
  10. Part of this game is going to be reactions to OL actions. If the OL is prone to laying traps, a hero may choose a skill that is more suited to successfully getting by those traps even though a better skill may actually be available to them at the same XP level. Each time you play through the campaign, there is going to be a different set of circumstances. Different heroes, different OL tactics. Choosing a "lower powered" skill for the same XP might very well help the cause of the campgain more so than going with one that might otherwise be more powerful.
  11. Ok so the overlord preview is up. Good information and lots of cards. Discuss. www.fantasyflightgames.com/edge_news.asp
  12. Bleached Lizard said: Sausageman said: I didn't see an issue with the 'dull complexity' though. You KNEW that if you rolled the blue dice, you could get good range, but the damage wouldn't be so great (and arguably you aren't putting yourself in harms way, so why not have this negative), but if you rolled the red dice, you had the potential to wallop someone (with the downside being if you missed, you had an enemy stood infront of you about to hit back). The white dice was the wild card with decent damage, though not as much as the red, decent range, though not as much as the blue, but lots of surges to trigger magical effects. I liked this, meant characters 'felt' difference. And from a 'game' perspective, it meant there was less fighting over dice…. I'm not so sure that combing the 1st ED Red and Blue dice into the 2nd ED blue die makes that much of a difference. The 1st ED blue die had the following MISS 2 Range, 2 Heart 3 Range, 1 Heart, 1 Surge 3 Range, 1 Heart, 1 Surge 1 Range, 2 Heart, 4 Range, 1 Surge The 1st ED red die had the following MISS 1 Range, 3 Hearts 0 Range, 4 Hearts 1 Range, 3 Hearts, 1 Surge 2 Range, 2 Hearts 2 Range, 1 Heart, 1 Surge The new die looks to fairly comparable (I'd say slightly better) to the old blue die. In comparison to the red die, 3 of the sides match or are exceeded by the old blue die. The new blue die at this point only seems to be lacking on 3 sides (though it may be only 2 since we haven't seen the last side yet). Still farily comparable, especially, if the last side has 3 hearts on it. Overall a meshing of the two disce isn't an extremely large difference though still takes away possibilities.
  13. I didn't notice that at first. Was concentrating more on the text, but the ability to use those surges is going to be a nice mechanic.
  14. I apologize if this has already been posted, though I haven't seen it yet. The GMT Conversion Kit ad has Widow Tarha's hero sheet and a Magic skill/feat card on it. Setting the picture in Original size on BGG.com and zooming in the text is farily clear, except that some it is behind the box. Widow Tarha's ability looks like it allows a reroll of some/all dice once per turn. Her heroic feat looks like it allows 2 additional monsters within line of sight to be attacked. Based on what is visible, it looks like you roll one set of the attack dice but each monster defends separately. The Dark Might card allows you to add a surge to an attack roll.
  15. I''m not overly enthused about it either, however combat is being revamped, so we''ll see how it works out in the long run. Also, from what we know of the dice, there are verying degrees of range and at least 1 damage on every side of the blue die that is visible in the photos, except the "X". I would think that the lower the range the higher the damage and the higher the range, the lowe the damage. I would also think that one of the lower range number is going to have a surge as well. From the ones I''ve seen we have: 6 range, 1 damage, 1 surge 5 range, 1 heart 3 range, 1 heart, 1 surge (this might be a second heart, the picture is kinda fuzzy) ► range (too fuzzy for me to make out), 2 hearts, 1 surge MISS Unkown I''m thinking the 2 sides where we can''t see the range are most likely 2 and 4.
  16. The Dark Charm OL card has the word potion on it so there do seem to be potions in some form or fashion.
  17. The next question then becomes, how do you make two classes out of that► Healing seems to be a very narrow possibility. We already know one of them is dressed in armor, which points toward a Paladin. Maybe something along the lines of a damage prevention, though that was already described under the knights class for the fighters archtype. My friend brought up the possibility of a buffer and debuffer. One that removes curses/heals wounds and the other that prevents them altogether. Here''s to hoping we get another preview soon.
  18. Pongle said: Unclechawie said: Bleached Lizard said: Unclechawie said: IMO that would be a waste of the card(s) it was printed on. It should be inherent in the use of fatigue as it was in 1st ED. Why? I actually prefer it if these things are printed on skill cards, as it differentiates the characters. Scouts should be good at running, warriors at adding to their attack dice, etc. I prefer that specific mechanic be open to every hero, not just whomever ended up with the skill card for it. Again, simply my opinion and we''''ll see what they end up doing. I think it''''s more along the lines of maybe heroes will have: A CLASS card which gives some basic fatigue and surge options inherent to the class (i.e. 1F: move 2 spaces once per turn for scuots, 2F: roll an extra red die on this attack for warriors, etc.) A set of SKILL cards which gives them additional, more specific abilities. This will allow for a large number of varied heroes such that each play is a little different and interesting, which is something I really liked about 1E. A class card would be a little easier to swallow as it would allow all heros of that class the same minor skills, but would still prefer it to be open to all heros.
  19. Bleached Lizard said: Unclechawie said: IMO that would be a waste of the card(s) it was printed on. It should be inherent in the use of fatigue as it was in 1st ED. Why? I actually prefer it if these things are printed on skill cards, as it differentiates the characters. Scouts should be good at running, warriors at adding to their attack dice, etc. I prefer that specific mechanic be open to every hero, not just whomever ended up with the skill card for it. Again, simply my opinion and we'll see what they end up doing.
  20. IMO that would be a waste of the card(s) it was printed on. It should be inherent in the use of fatigue as it was in 1st ED. Hopefully the won't go that route. EDIT: Referencing the RUN skill.
  21. From the pictures we've seen, the above list is indeed correct. From the looks of it, the Blue die is going to be used in most, if not all attacks, as every monster and weapon card we can find has the blue die printed on it. It essentially replaces the 3 different attack dice. Then you have the Red dice that are the extra damage dice and the Yellow dice that are the power dice (as it has surges). The Black die looks to be the high defense die. The Grey dice are the medium defense dice. The Brown die looks to be the low defense die. What I'm waiting on right now is whether or not we can buy additional dice using fatigue. I'm thinking no at the moment since we are seeing fatigue being used for things such as skills/feats, which I don't remember in the original.
  22. Bleached Lizard said: Unclechawie said: Bleached Lizard said: Unclechawie said: So now we know who the eight hero is. I'm still curious about the combat. 1st ED had the dice on the card sheets. A guess but maybe standard combat dice for each archetype (maybe even class type) that is further modified by equipment. Fun stuff, looking forward to more. What do you mean? 1E had the attack dice on the weapon card - only power dice were on the hero card. And it seems power dice are only available by spending fatigue now. That's just the thing though, power dice varied from character to character in 1st ED. If rolls are weapon specific and we can still buy dice with fatigue, a warrior can essentially due the same base damage as a scout with the same weapon and spending the same fatigue. Realistically a warrior would be able to do much more damage due to strength that isn't represented. I took A peak at the weapons cards in the preview and the healer and Mage weapons both used the same attack dice. 1 blue, 1 yellow. The fighter used 1 blue , 1 red. Without some way to represent a differentiation in skill level with a specific weapon or weapon type, what's really the difference when it comes to attacki. It becomes all about the weapon, and less about the hero wielding the weapon. Thus I'm curious as to how combat will work. Again, probably skills. We've already seen one ability that only works on Magic weapons. Presumably there will be others in each of the class decks. This is my assumption as well. I'm looking forward to some sort of confirmation though in the upcoming previews. When they said check back often, I'm hoping that doesn't weekly. I'm hoping they come out with more and more previews the closer we get to the shipment date.
  23. And another question that comes to mind, the heroic feat says it can be used once per game. Does that mean per quest if playing the campaign?
  24. Bleached Lizard said: Unclechawie said: So now we know who the eight hero is. I'm still curious about the combat. 1st ED had the dice on the card sheets. A guess but maybe standard combat dice for each archetype (maybe even class type) that is further modified by equipment. Fun stuff, looking forward to more. What do you mean? 1E had the attack dice on the weapon card - only power dice were on the hero card. And it seems power dice are only available by spending fatigue now. That's just the thing though, power dice varied from character to character in 1st ED. If rolls are weapon specific and we can still buy dice with fatigue, a warrior can essentially due the same base damage as a scout with the same weapon and spending the same fatigue. Realistically a warrior would be able to do much more damage due to strength that isn't represented. I took A peak at the weapons cards in the preview and the healer and Mage weapons both used the same attack dice. 1 blue, 1 yellow. The fighter used 1 blue , 1 red. Without some way to represent a differentiation in skill level with a specific weapon or weapon type, what's really the difference when it comes to attacki. It becomes all about the weapon, and less about the hero wielding the weapon. Thus I'm curious as to how combat will work.
  25. So now we know who the eight hero is. I'm still curious about the combat. 1st ED had the dice on the card sheets. A guess but maybe standard combat dice for each archetype (maybe even class type) that is further modified by equipment. Fun stuff, looking forward to more.
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