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Indalecio

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  1. Like
    Indalecio got a reaction from Ceahorse in Custom Hero Dashboard   
    I don' t think I'm overreacting at all, the things I mentioned about are important for game visibility. Of course you can still say that it's not as bad as I described for your group, which is fine. It wouldn't work at all with us, though.
  2. Like
    Indalecio got a reaction from The Cocky Rooster in Grouping components together   
    I actually think InfinityBlack has a valid point, which is that you're deliberately hiding the information from yourself, for good or bad (for the record I don't think your reason is silly or anything). When it comes to organization there is no secret recipe, I have yet to see two people handle it the exact same way. The community will always give you advice with regards to that, but in the end only you have the full picture of what you own and what your storage possibilities are. Or, you take the risk to having to change your solution as you open new expansions. It can get expensive.
     
    I would also argue that you could just open it all, and that would still leave you with a lot of unplayed content you can explore later in the future, therefore fulfilling your desire to leave pleasant surprises ahead of time, at the pace you decide. Such content is clearly new campaigns, after all they are the meat of the game. And new mechanisms tied to them. That's quite a lot of content? As for items and monsters, I would always advise to play with EVERYTHING you have available, because they enrich the game so much regardless of campaign. They make your choices way more interesting and allow you to test things. The more you have seen card lambda in action in a game, the more you are able to appreciate under which circunstances it's good or not.
     
    But at the end of the day, it's your decision and I don't think anybody here is trying to judge you for that. We´re just pointing out that you may make things difficult for yourself
  3. Like
    Indalecio reacted to Zaltyre in Coming to the End of the Campaign   
    While probably obvious to those familiar with the game, my half-awake brain feels the need to clarify: experience, not XP.
  4. Like
    Indalecio reacted to Charmy in Hero sheet card sleeve size?   
    Not sure if this will help, but rather than sleeving all of my hero sheets, I instead use 'psuedo-sleeves' for the four heroes I am actively playing a game with.
     
    Those 'psuedo-sleeves' that I use I acquired from each of the Heroes and Monsters collections I've purchased. Each collection has the hero sheets that come in them stored in a perfectly sized ziplock baggy that works great as a reusable sleeve to protect them from beverage rings and snack dust.
     
    I now have enough of these sleeves that in addition to sleeving each of my 4 active heroes, I can place unused sheets of the 4 hero archetypes in their own baggies too.
     
    Kind of FFG to provide some built-in storage solutions if you buy all of their stuff
     
  5. Like
    Indalecio got a reaction from InfinityBlack14 in Physical Expansions???   
    Knowing that maybe 10% of all cards are clearly better than the other 90%, you need high numbers to build more variation into the game (if you don't deliberately make sub-optimal choices).
    It's like releasing two new Overlord class decks with cards vastly inferior to -say- Web Trap, no matter what is being released and how many of them, cards would still be sitting the box if there´s no incentive for selecting them compared to the old ones
  6. Like
    Indalecio reacted to Alarmed in Chains that Rust: Finale   
    Is it just me or does it seem that common sense is lacking in Terrinoth?
     
    WHO builds a village at the bottom of a river valley that can be dammed up by two great big dwarven gates, without asking... "Can those gates be closed? Should we maybe break those gates, in case someone tries to close them?"
     
     

     
     
    My favourite moment though?
    Master zombie with 1 HP left taunts a bare handed monk from behind elevation lines.
    "I've got a black die if you attack me, neener neener neener"
    Secret formula karate chop!
    OL dice results on brown and black die: 6 shield
    Result from blue and green die: 2 heart 1 surge (+2 damage from secret formula,) range 3
     
    "4, Pierce 3" says I.
    Master Zombie croaks.
     
    What are your best/worst moments from Chains?
  7. Like
    Indalecio got a reaction from any2cards in Two Hero Rule Too Much?   
    Web trap them to death. Immobilize condition is much more powerful the smaller hero party you are facing. If they are good on Might, try willpower with Imploding Rift. Use monsters like Medusae, Nagas etc.
    Whatever makes them waste actions, traps mainly.
    Also try to focus all damage instead of spreading it between the two.
  8. Like
    Indalecio got a reaction from Volkren in Starting new Campaign   
    It is good, one of the best in my opinion, however it is a tough one and possibly the most complex of all (a lot more terrain).
      

    All campaigns released so far comprise of a mix of objective types, killing stuff definitely being one, although certainly not be only that (thank god). Most race quests - as we call them - need the time element in order to be balanced. If you extend that time (or even suppress it), then one side is very likely to be advantaged. My hero players often win encounters on the last turn, or fail to it in the last turn (whereas an extra turn would have seen their victory), so it's as tight as it can be.
    Generally speaking, the time element is great for getting a sense of urge, as opposed to standing in the middle of a room all game long killing skeletons spawning endlessly. There are "last stand" kind of quests, but they´re not common. Most quests resolve around heroes getting to a certain place and activating tokens before a certain time. It's the use of the heroes' strengths into hero action economy being the deciding factor for winning the encounter, rather than the total amount of damage one isolated dude can do.
    The beauty is, that looting (standard looting for gold, not talking about finding a key here) is basically in the way for getting to the objectives. It's absolutely not an objective in itself (but it is important as far as gearing up is concerned). You get gold at the end of a quest on top of whatever you have gathered. The heroes need to assess whether they have the bandwidth to loot (or first getting to it) or not. If the heroes could loot all gold on every map then they would get too much gold for the overlord to be able to cope with. You can also opt for looting everything and leave the victory to the overlord. It's a perfectly valid strategy.
    The other beauty is the fact that killing stuff doesn't give you loot or anything. Just the assurance that whatever you´ve just killed won't get to you the next round (reinforcements/respawn do exist, though). Monsters in Descent are just things put in your way to distract you from getting to your objectives. There are small exceptions to that, though, but generally speaking you shouldn't see Descent as the ultimate hack&slash&loot experience. It's a tactical game. Fighting stuff and looting are strong aspects of it, but they´re merely ways to win quests and campaigns.
    I don't think there is a campaign better than another with regards to the sheer volume of combat-only focused quests, so I would pick any of them and then decide the quests to play based on objectives.
  9. Like
    Indalecio got a reaction from tsuma534 in Starting new Campaign   
    It is good, one of the best in my opinion, however it is a tough one and possibly the most complex of all (a lot more terrain).
      

    All campaigns released so far comprise of a mix of objective types, killing stuff definitely being one, although certainly not be only that (thank god). Most race quests - as we call them - need the time element in order to be balanced. If you extend that time (or even suppress it), then one side is very likely to be advantaged. My hero players often win encounters on the last turn, or fail to it in the last turn (whereas an extra turn would have seen their victory), so it's as tight as it can be.
    Generally speaking, the time element is great for getting a sense of urge, as opposed to standing in the middle of a room all game long killing skeletons spawning endlessly. There are "last stand" kind of quests, but they´re not common. Most quests resolve around heroes getting to a certain place and activating tokens before a certain time. It's the use of the heroes' strengths into hero action economy being the deciding factor for winning the encounter, rather than the total amount of damage one isolated dude can do.
    The beauty is, that looting (standard looting for gold, not talking about finding a key here) is basically in the way for getting to the objectives. It's absolutely not an objective in itself (but it is important as far as gearing up is concerned). You get gold at the end of a quest on top of whatever you have gathered. The heroes need to assess whether they have the bandwidth to loot (or first getting to it) or not. If the heroes could loot all gold on every map then they would get too much gold for the overlord to be able to cope with. You can also opt for looting everything and leave the victory to the overlord. It's a perfectly valid strategy.
    The other beauty is the fact that killing stuff doesn't give you loot or anything. Just the assurance that whatever you´ve just killed won't get to you the next round (reinforcements/respawn do exist, though). Monsters in Descent are just things put in your way to distract you from getting to your objectives. There are small exceptions to that, though, but generally speaking you shouldn't see Descent as the ultimate hack&slash&loot experience. It's a tactical game. Fighting stuff and looting are strong aspects of it, but they´re merely ways to win quests and campaigns.
    I don't think there is a campaign better than another with regards to the sheer volume of combat-only focused quests, so I would pick any of them and then decide the quests to play based on objectives.
  10. Like
    Indalecio got a reaction from Chaoticus in Starting new Campaign   
    It is good, one of the best in my opinion, however it is a tough one and possibly the most complex of all (a lot more terrain).
      

    All campaigns released so far comprise of a mix of objective types, killing stuff definitely being one, although certainly not be only that (thank god). Most race quests - as we call them - need the time element in order to be balanced. If you extend that time (or even suppress it), then one side is very likely to be advantaged. My hero players often win encounters on the last turn, or fail to it in the last turn (whereas an extra turn would have seen their victory), so it's as tight as it can be.
    Generally speaking, the time element is great for getting a sense of urge, as opposed to standing in the middle of a room all game long killing skeletons spawning endlessly. There are "last stand" kind of quests, but they´re not common. Most quests resolve around heroes getting to a certain place and activating tokens before a certain time. It's the use of the heroes' strengths into hero action economy being the deciding factor for winning the encounter, rather than the total amount of damage one isolated dude can do.
    The beauty is, that looting (standard looting for gold, not talking about finding a key here) is basically in the way for getting to the objectives. It's absolutely not an objective in itself (but it is important as far as gearing up is concerned). You get gold at the end of a quest on top of whatever you have gathered. The heroes need to assess whether they have the bandwidth to loot (or first getting to it) or not. If the heroes could loot all gold on every map then they would get too much gold for the overlord to be able to cope with. You can also opt for looting everything and leave the victory to the overlord. It's a perfectly valid strategy.
    The other beauty is the fact that killing stuff doesn't give you loot or anything. Just the assurance that whatever you´ve just killed won't get to you the next round (reinforcements/respawn do exist, though). Monsters in Descent are just things put in your way to distract you from getting to your objectives. There are small exceptions to that, though, but generally speaking you shouldn't see Descent as the ultimate hack&slash&loot experience. It's a tactical game. Fighting stuff and looting are strong aspects of it, but they´re merely ways to win quests and campaigns.
    I don't think there is a campaign better than another with regards to the sheer volume of combat-only focused quests, so I would pick any of them and then decide the quests to play based on objectives.
  11. Like
    Indalecio got a reaction from Volkren in Physical Expansions???   
    The "problem" (I suppose?) is that min-maxing the game is one of the best feature of it to many players. It's a lot about maximizing your synergies and make sure you can adapt to most situations, or rely on a complementary team mate to rescue you in case **** hits the fan.
    So while it definitely sounds fun to draw hero sheets randomly for each archetype, or doing the same for hero classes, it does sound like a different type of game to start off with a randomly chosen team. Potentially a team of clowns too, if it comes to the worst. Okay I´ll concede, not completely as I described, because you could still receive whatever you are dealt and try to make the best out of that, which could be interesting and challenging, but that's also asking to be playing Descent in hardcore mode against an experienced overlord begging the hero players to select speed 3 characters, crappy attributes and pointless feats - which you are effectively doing on average by choosing a method like this.
    I´m out before somebody starts saying they pick overlord cards and monsters randomly too to balance this out
  12. Like
    Indalecio reacted to Zaltyre in Unquiet Memories : The CtR - 2 open groups question   
    I will gladly preview and explain all your encounters if you pay me.
  13. Like
    Indalecio got a reaction from DAMaz in The Best and Worst of Descent in a Nutshell   
    I´ve got my own list of issues with the game, briefly:
    - The Overlord experience curve versus heroes gearing up so fast.
    - Rumor quests. No real incentive for playing them.
    - Threat/Fortune system. Not a big fan of that.
    - Some quests can lead to a situation where players are completely stuck until one side decides to break the stall (and normally loses on the spot because of that).
    - Only a certain % of the cards (including hero sheets) are played because of high variance in efficiency between them.
     
    Storage for me is a side issue that has nothing to do with the game itself. For a game of that size you necessarly have to come up with a solution.
    Setup for me is not a problem if you can organize yourself a little bit. Many other games we´re playing currently have at least twice the setup time of Descent.
  14. Like
    Indalecio got a reaction from InfinityBlack14 in D2e Companion Card Viewer   
    I just read the couple of latest posts and couldn't help reacting to it.
     
    I am currently very confused, as I look upon obvious community requests for developing fan-base content (game aids), and at the same time considering (and respecting, or at least trying to understand) radically opposed FFG/Asmodee's policy for not publishing material of that kind. However, no policy has currently been expressed regarding the presence of existing sites/tools/aid/etc. or what should happen to them,and by extension the use of these for new aids/tools (new UIs, but same data as before). The question is where the line is, however I am certainly NOT going to ask FFG legal dept. again for full policy details, as it will only result in further draging their attention towards us and put existing content at risk.
     
    Then sure, if people want to go ahead and share new tools, that's great for us, and I hope none of this really interferes with the policy in a way that would be detrimental to the author or even the users. For my part I´m not sure if the risk would be worth it at all? Sad to say, it's only a game, however getting a legal notice can be serious business.
     
    But yeah, if people are looking for a way to access any2cards' cards information in a centralized UI, I do have one tool for it currently. I actually have a second tool as well, with only some of the cards (Overlord-related). For the reasons stated above, I have been keeping these to myself, but if the legal landscape changes anytime, or if I manage to get clearance then these tools would be at community disposal instantly.
  15. Like
    Indalecio got a reaction from Zaltyre in The Best and Worst of Descent in a Nutshell   
    I can understand the general complaint that the game may be unrealistic at times. However I have personally no problems with that. None of the games I play are simulation games, and I´m mostly looking for streamlined rules system with high entertainment value, rather than a RPG-type of ruleset that may feel more intuitive but in the end only burdens the game flow. I´m globally happy with Descent as a game with this type of thing in mind.
     
    I haven't played rumors for a while now, and I´m not missing them. The only sad thing is the Overlord Rewards and Relic cards that I never get to put my hands on :-/
  16. Like
    Indalecio got a reaction from Volkren in The Best and Worst of Descent in a Nutshell   
    I´ve got my own list of issues with the game, briefly:
    - The Overlord experience curve versus heroes gearing up so fast.
    - Rumor quests. No real incentive for playing them.
    - Threat/Fortune system. Not a big fan of that.
    - Some quests can lead to a situation where players are completely stuck until one side decides to break the stall (and normally loses on the spot because of that).
    - Only a certain % of the cards (including hero sheets) are played because of high variance in efficiency between them.
     
    Storage for me is a side issue that has nothing to do with the game itself. For a game of that size you necessarly have to come up with a solution.
    Setup for me is not a problem if you can organize yourself a little bit. Many other games we´re playing currently have at least twice the setup time of Descent.
  17. Like
    Indalecio got a reaction from Otarrec in Some doubts for a future project   
    Not sure if that has any relevance for you, but when it comes to the number of cards per hero player, bear in mind there´s a lot more to Class cards. Search cards, Tainted cards, Condition cards, Travel cards, Familiar cards etc. That depends on what you are trying to implement, though.
  18. Like
    Indalecio got a reaction from Alarmed in The Best and Worst of Descent in a Nutshell   
    I´ve got my own list of issues with the game, briefly:
    - The Overlord experience curve versus heroes gearing up so fast.
    - Rumor quests. No real incentive for playing them.
    - Threat/Fortune system. Not a big fan of that.
    - Some quests can lead to a situation where players are completely stuck until one side decides to break the stall (and normally loses on the spot because of that).
    - Only a certain % of the cards (including hero sheets) are played because of high variance in efficiency between them.
     
    Storage for me is a side issue that has nothing to do with the game itself. For a game of that size you necessarly have to come up with a solution.
    Setup for me is not a problem if you can organize yourself a little bit. Many other games we´re playing currently have at least twice the setup time of Descent.
  19. Like
    Indalecio reacted to zwara81 in Physical Expansions???   
    well somebody found some new heroes artwork in the app. #hacking.
     
     
    so yes more plastic.
     
    four new heroes. (big box)
     
    four classic ones we sare missing, so also a new heroes and monsters set.
     
     
     
    check BGG for it. https://www.boardgamegeek.com/thread/1667128/unreleased-heros
  20. Like
    Indalecio reacted to rugal in Physical Expansions???   
    About heroes, they need figures, same for monsters, so expanding them on app only, I'm not sure it will be possible.
     
    Same for cards, as the app is done.
     
    But, I'm afraid of a futur "card only expansion" for example, so only card items and class for example.
     
    Let's hope for new boxes since I not fond of the App system
  21. Like
    Indalecio got a reaction from The Cocky Rooster in Speed and Armor   
  22. Like
    Indalecio reacted to Chaoticus in I proudly present: my painted minis   
    Golems

    Giants

    Chaos Beasts

    Medusas

    Sorcerers

    Lava Beetles

  23. Like
    Indalecio got a reaction from Ceasarsalad101 in Speed and Armor   
    Sorry I couldn't resist
  24. Like
    Indalecio got a reaction from cdj0902 in Speed and Armor   
    Sorry I couldn't resist
  25. Like
    Indalecio got a reaction from Ceasarsalad101 in Speed and Armor   
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