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Inspector Jee

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  1. Thanks
    Inspector Jee got a reaction from Lightningclaw in A question for the 1st edition veterans   
    Monster groupings don't exist unless you're playing Road to Legend, and even then they kinda only exist for the purposes of upgrading them.  In D1E aside from the Quest Text, the Overlord Cards are how you spawn dudes so you're really just limited to which ones you draw.  Heroes and shop items all mix yes.  As a general rule you can mix everything.
    - Jee
  2. Like
    Inspector Jee got a reaction from kris40k in A question for the 1st edition veterans   
    Of any flagship game from a major studio, Descent 1st Edition has THE most poorly written Rules I've ever read and tried to apply.  D1E is Overlord vs. Players only and, as such, the game can get pretty competitive.  Prepare yourself for even more endless bickering about unhandled exceptions, what the "intent" of something is, and inconsistently applicable LoS rules - especially if you're playing the Road to Legend / Sea of Blood* campaign expansions, which have so many mechanical holes I don't even know where to start.  The FAQs kind of sort of help and I hear tales that the most recent one was a solid attempt to fix the entire game, but sobriety of view is suggested here.  I would make this blanket announcement to your players at the start of the game:  "Whenever there is a rule issue, I will make the call.  Everyone will be OK with that, trusting in good faith of my commitment to consistency and objectivity."

    This may sound like a harsh indictment of a beloved classic, but I invested probably 1000 hours into D1E and believe me when I say this:  as badly written as D2E rules were, they are 500% better than D1E's rules.

    And yes, a standard game of non-campaign D1E will take 6+ hours to fully complete.
    - Jee

    * Sea of Blood is a striking example of man-kind's reach exceeding its grasp.  It was amazing and revolutionary, with some truly ground-breaking design for its time.  The whole "You own a Ship and can upgrade it and fight other Ships" that drove the campaign was truly inspired, with some of the best macro-ideas I've ever seen.  But holy H. Christ, did the mechanical implementation fail spectacularly.  For every 10 minutes of play, there was 20 minutes of arguing and exegesis.  I sincerely hope FFG brings Sea of Blood back in some way that doesn't suck; the ideas and production value present in that expansion deserved better than they got.
  3. Like
    Inspector Jee got a reaction from Swissman in A question for the 1st edition veterans   
    Of any flagship game from a major studio, Descent 1st Edition has THE most poorly written Rules I've ever read and tried to apply.  D1E is Overlord vs. Players only and, as such, the game can get pretty competitive.  Prepare yourself for even more endless bickering about unhandled exceptions, what the "intent" of something is, and inconsistently applicable LoS rules - especially if you're playing the Road to Legend / Sea of Blood* campaign expansions, which have so many mechanical holes I don't even know where to start.  The FAQs kind of sort of help and I hear tales that the most recent one was a solid attempt to fix the entire game, but sobriety of view is suggested here.  I would make this blanket announcement to your players at the start of the game:  "Whenever there is a rule issue, I will make the call.  Everyone will be OK with that, trusting in good faith of my commitment to consistency and objectivity."

    This may sound like a harsh indictment of a beloved classic, but I invested probably 1000 hours into D1E and believe me when I say this:  as badly written as D2E rules were, they are 500% better than D1E's rules.

    And yes, a standard game of non-campaign D1E will take 6+ hours to fully complete.
    - Jee

    * Sea of Blood is a striking example of man-kind's reach exceeding its grasp.  It was amazing and revolutionary, with some truly ground-breaking design for its time.  The whole "You own a Ship and can upgrade it and fight other Ships" that drove the campaign was truly inspired, with some of the best macro-ideas I've ever seen.  But holy H. Christ, did the mechanical implementation fail spectacularly.  For every 10 minutes of play, there was 20 minutes of arguing and exegesis.  I sincerely hope FFG brings Sea of Blood back in some way that doesn't suck; the ideas and production value present in that expansion deserved better than they got.
  4. Like
    Inspector Jee got a reaction from Lightningclaw in A question for the 1st edition veterans   
    Of any flagship game from a major studio, Descent 1st Edition has THE most poorly written Rules I've ever read and tried to apply.  D1E is Overlord vs. Players only and, as such, the game can get pretty competitive.  Prepare yourself for even more endless bickering about unhandled exceptions, what the "intent" of something is, and inconsistently applicable LoS rules - especially if you're playing the Road to Legend / Sea of Blood* campaign expansions, which have so many mechanical holes I don't even know where to start.  The FAQs kind of sort of help and I hear tales that the most recent one was a solid attempt to fix the entire game, but sobriety of view is suggested here.  I would make this blanket announcement to your players at the start of the game:  "Whenever there is a rule issue, I will make the call.  Everyone will be OK with that, trusting in good faith of my commitment to consistency and objectivity."

    This may sound like a harsh indictment of a beloved classic, but I invested probably 1000 hours into D1E and believe me when I say this:  as badly written as D2E rules were, they are 500% better than D1E's rules.

    And yes, a standard game of non-campaign D1E will take 6+ hours to fully complete.
    - Jee

    * Sea of Blood is a striking example of man-kind's reach exceeding its grasp.  It was amazing and revolutionary, with some truly ground-breaking design for its time.  The whole "You own a Ship and can upgrade it and fight other Ships" that drove the campaign was truly inspired, with some of the best macro-ideas I've ever seen.  But holy H. Christ, did the mechanical implementation fail spectacularly.  For every 10 minutes of play, there was 20 minutes of arguing and exegesis.  I sincerely hope FFG brings Sea of Blood back in some way that doesn't suck; the ideas and production value present in that expansion deserved better than they got.
  5. Thanks
    Inspector Jee reacted to Sadgit in Community Rules Reference Guide (CRRG)   
    Release Notes
    ----------------
    CRRG Version 1.14. (08/2019)
    modified entry Sneaky
    modified entry Entrance and Exit
    added uFAQ to Burrow
    updated images for Nimble and Reinforce
    modified entry Andira Runehand
    added Pest Control to available side quests in table 3.1
    added details for Embers of Dread in section 3
    added uFAQ for All-Knowing
    added uFAQ for Tide
    added Lost Legends classes to entry Classes and table 3.1.
    modified entry Monsters/Monster traits with higher quality images
  6. Thanks
    Inspector Jee got a reaction from kokingrig in Lost Legends: "Elementalist" Question   
    Good news, everyone! /Farnsworth
    I received a response from FFG about this.
    From Nathan Hajek:
    “Tide should have the same timing as Blaze, after dice are rolled. The timing on Tide is an error.
    All-Knowing should have “other” in the text so that it cannot target itself: “Choose any number of your other skill cards and…”
    So there you have it.
    - Jee
  7. Like
    Inspector Jee got a reaction from becauseofyou in There's hope   
    dammit beavis.

    C'mon FFG.  Give us some more sweet, sweet D2E.  A 3rd edition is just gonna blow up the universe.  Do you guys really want to go through the process of writing a brand new rules system only to have to spend another half a decade rewriting them over the course of 4-5 FAQ releases and thousands of customer emails?  You almost have the RAW for D2E in a place that is sorta-kinda robust - don't give up now!  I must have more content!  GIVE ME VARIKAS MORTAL OR YOU SHALL PAY THE ULTIMATE--- heh whoops uh, sorry got carried away there.
    - Jee
  8. Like
    Inspector Jee got a reaction from InfinityBlack14 in There's hope   
    Great Googily Moogily 12?? 
    Who are we missing?
     
    - Jee
  9. Haha
    Inspector Jee got a reaction from Straangeer in There's hope   
    dammit beavis.

    C'mon FFG.  Give us some more sweet, sweet D2E.  A 3rd edition is just gonna blow up the universe.  Do you guys really want to go through the process of writing a brand new rules system only to have to spend another half a decade rewriting them over the course of 4-5 FAQ releases and thousands of customer emails?  You almost have the RAW for D2E in a place that is sorta-kinda robust - don't give up now!  I must have more content!  GIVE ME VARIKAS MORTAL OR YOU SHALL PAY THE ULTIMATE--- heh whoops uh, sorry got carried away there.
    - Jee
  10. Like
    Inspector Jee got a reaction from kbalazsa in There's hope   
    dammit beavis.

    C'mon FFG.  Give us some more sweet, sweet D2E.  A 3rd edition is just gonna blow up the universe.  Do you guys really want to go through the process of writing a brand new rules system only to have to spend another half a decade rewriting them over the course of 4-5 FAQ releases and thousands of customer emails?  You almost have the RAW for D2E in a place that is sorta-kinda robust - don't give up now!  I must have more content!  GIVE ME VARIKAS MORTAL OR YOU SHALL PAY THE ULTIMATE--- heh whoops uh, sorry got carried away there.
    - Jee
  11. Thanks
    Inspector Jee got a reaction from DerDelphi in Lost Legends: "Elementalist" Question   
    To be clear:  none of this is my interpretation.  I am ascribing no other meaning to All-Knowing other than what is written directly on the card (include Nathan's errata).  According to the RAW, you can use it multiple times on any Skill Cards - unexausted or otherwise - other than itself.  The word "other" appearing on the card does not alone guarantee that the FFG intends this Skill to be restricted to once a turn - in order for that to be true, you need to also be sure that All-Knowing cannot target unexhausted cards.  And we aren't.
    Now, this is all just devil's-advocate playing; your inteprepration of their intention seems reasonable.  The only thing that gives me pause is that while I didn't specifically ask if All-Knowing had to be exhausted in order to use it, I gave FFG every chance to see it (my question was more concerned about whether or not it could target itself).  Here is the full text:
    "The new hybrid Lorekeeper class's 3XP ability is called "All-Knowing" and as written it has to potential to generate an infinite number of skill uses per Turn. This is particularly egregious when combined with skills that give you non-action attacks. "All-Knowing" doesn't say it can't target unexhausted skills, so it can legally target itself. This means that the first time per Turn that a player uses it they can pay the 1 Fatigue cost, choose itself + another skill that gives them a free attack (like "Bottled Courage" from the Apothecary class), pass the [Book] test (not difficult since "All-Knowing" gives you +1 [Book] and Mage archetypes tend to have high [Book] anyway), and after that *both* skills are free to use until the end of the Round. Since "All-Knowing" has no limits on the number of times you can use it in a Turn, the player can just keep using it (for free) to keep a skill like "Bottled Courage" perpetually unexhausted, thus enabling its use ad infinitum, thus granting infinite attacks on a single Turn. Is this intended and if not, what SHOULD the text of "All-Knowing" be instead?"

    That last sentence is a straight-up plea for a full-errata'ed text, and yet he gave no such indication that it couldn't be used multiple times per turn or that it couldn't target unexhausted skills - only that it couldn't target itself.  I'm not saying your wrong but if you're not, then FFG messed up AGAIN on their 2nd chance to fix the text of that card.
    - Jee
  12. Like
    Inspector Jee got a reaction from kbalazsa in Lost Legends: "Elementalist" Question   
    To be clear:  none of this is my interpretation.  I am ascribing no other meaning to All-Knowing other than what is written directly on the card (include Nathan's errata).  According to the RAW, you can use it multiple times on any Skill Cards - unexausted or otherwise - other than itself.  The word "other" appearing on the card does not alone guarantee that the FFG intends this Skill to be restricted to once a turn - in order for that to be true, you need to also be sure that All-Knowing cannot target unexhausted cards.  And we aren't.
    Now, this is all just devil's-advocate playing; your inteprepration of their intention seems reasonable.  The only thing that gives me pause is that while I didn't specifically ask if All-Knowing had to be exhausted in order to use it, I gave FFG every chance to see it (my question was more concerned about whether or not it could target itself).  Here is the full text:
    "The new hybrid Lorekeeper class's 3XP ability is called "All-Knowing" and as written it has to potential to generate an infinite number of skill uses per Turn. This is particularly egregious when combined with skills that give you non-action attacks. "All-Knowing" doesn't say it can't target unexhausted skills, so it can legally target itself. This means that the first time per Turn that a player uses it they can pay the 1 Fatigue cost, choose itself + another skill that gives them a free attack (like "Bottled Courage" from the Apothecary class), pass the [Book] test (not difficult since "All-Knowing" gives you +1 [Book] and Mage archetypes tend to have high [Book] anyway), and after that *both* skills are free to use until the end of the Round. Since "All-Knowing" has no limits on the number of times you can use it in a Turn, the player can just keep using it (for free) to keep a skill like "Bottled Courage" perpetually unexhausted, thus enabling its use ad infinitum, thus granting infinite attacks on a single Turn. Is this intended and if not, what SHOULD the text of "All-Knowing" be instead?"

    That last sentence is a straight-up plea for a full-errata'ed text, and yet he gave no such indication that it couldn't be used multiple times per turn or that it couldn't target unexhausted skills - only that it couldn't target itself.  I'm not saying your wrong but if you're not, then FFG messed up AGAIN on their 2nd chance to fix the text of that card.
    - Jee
  13. Like
    Inspector Jee reacted to Sadgit in Lost Legends: "Elementalist" Question   
    Thanks a lot for posting the full text of your question. It is indeed very strange that Nathan did not comment on the possibility to use All-Knowing multiple times during a turn. Your question clearly should have led to Nathan addressing this. He did not. I can only assume that FFG intends to allow multiple uses of All-Knowing a turn.  
    It is my opinion that this puts All-Knowing into "game-breaking" territory. I will house-rule that card in any game that I play.
  14. Like
    Inspector Jee got a reaction from kjinn22 in Lost Legends: "Elementalist" Question   
    To make itself free for the rest of the Turn, which is the other (and arguably much more important) thing that All-Knowing does.  The only reason that we're even having this conversation at all is because a free All-Knowing + free Bottle Courage = infinite attacks.
    - Jee
  15. Confused
    Inspector Jee got a reaction from kbalazsa in Lost Legends: "Elementalist" Question   
    Not necessarily.  All-Knowing doesn't require that the chosen skills be exhausted.  It simply says "Choose any number of your other skills cards and test [Book]."  If you succeed it instructs you to unexaust those cards, but that's hardly proof that they had to have been exhausted in the first place.  I sent a reply for clarification on that at least, but either way I think All-Knowing is meant to be able to be used multiple times per Turn.

    - Jee
  16. Confused
    Inspector Jee got a reaction from Charmy in Lost Legends: "Elementalist" Question   
    Not necessarily.  All-Knowing doesn't require that the chosen skills be exhausted.  It simply says "Choose any number of your other skills cards and test [Book]."  If you succeed it instructs you to unexaust those cards, but that's hardly proof that they had to have been exhausted in the first place.  I sent a reply for clarification on that at least, but either way I think All-Knowing is meant to be able to be used multiple times per Turn.

    - Jee
  17. Like
    Inspector Jee reacted to Sadgit in Lost Legends: "Elementalist" Question   
    I am just including official erratas. Not re-designing the cards.
  18. Like
    Inspector Jee got a reaction from Sadgit in Lost Legends: "Elementalist" Question   
    Oh are you the person who made that?  If so, well done.  That thing is amazing.

    - Jee
  19. Thanks
    Inspector Jee got a reaction from kbalazsa in Lost Legends: "Elementalist" Question   
    Good news, everyone! /Farnsworth
    I received a response from FFG about this.
    From Nathan Hajek:
    “Tide should have the same timing as Blaze, after dice are rolled. The timing on Tide is an error.
    All-Knowing should have “other” in the text so that it cannot target itself: “Choose any number of your other skill cards and…”
    So there you have it.
    - Jee
  20. Thanks
    Inspector Jee got a reaction from Charmy in Lost Legends: "Elementalist" Question   
    Good news, everyone! /Farnsworth
    I received a response from FFG about this.
    From Nathan Hajek:
    “Tide should have the same timing as Blaze, after dice are rolled. The timing on Tide is an error.
    All-Knowing should have “other” in the text so that it cannot target itself: “Choose any number of your other skill cards and…”
    So there you have it.
    - Jee
  21. Thanks
    Inspector Jee got a reaction from Sadgit in Lost Legends: "Elementalist" Question   
    Good news, everyone! /Farnsworth
    I received a response from FFG about this.
    From Nathan Hajek:
    “Tide should have the same timing as Blaze, after dice are rolled. The timing on Tide is an error.
    All-Knowing should have “other” in the text so that it cannot target itself: “Choose any number of your other skill cards and…”
    So there you have it.
    - Jee
  22. Thanks
    Inspector Jee got a reaction from DerDelphi in Lost Legends: "Elementalist" Question   
    Good news, everyone! /Farnsworth
    I received a response from FFG about this.
    From Nathan Hajek:
    “Tide should have the same timing as Blaze, after dice are rolled. The timing on Tide is an error.
    All-Knowing should have “other” in the text so that it cannot target itself: “Choose any number of your other skill cards and…”
    So there you have it.
    - Jee
  23. Like
    Inspector Jee reacted to Sadgit in Is Deep Elf Riposte OP?   
    Here is my take on Riposte.
    Triggering condition
    Riposte's triggering condition is "when an adjacent figure resolves an attack". This is after step 5 of the attack sequence is completed or when the attack is resolved due to a miss. This means that Riposte does not trigger if the Deep Elf was defeated in step 5 as the Deep Elf is no longer on the map when the attack is resolved.

    Effects when the attack did not miss  
    The attacker suffers damage equal to the defense results. In this case defense results consist of the shields rolled in step 2 and all additional shields added by other effects during the attack (Trenloe's Hero ability, Dark Fortitude, etc.). The OL or heroes may use reroll abilities to change the defense results in step 2.

    Effects when the attack did miss
    An attack can miss is step 2 (X rolled), step 3 (insufficient range) or step 4 (no surge to spend on Shadow ability). When the attack is determined a miss, it is immediately resolved without performing any further steps. That is when Riposte triggers. The ability states that the attack suffers damage equal to the [HEARTS] rolled. It is interesting that the wording here is not "attack results", which would be inline with the wording for a non-miss. It is my opinion this indicates that "[HEARTS] rolled" is not the same as "attack results".  It's just the [HEARTS] rolled on the attack and power dice. No other modifications apply. The attack results are sequentially modified during an attack:
    Step 2
    Rolling dice substep:
    [HEARTS] rolled = attack results [1]
    After rolling dice substep:
    [HEARTS] rolled after rerolling = attack results [2]
    attack results [2] + any modifications that trigger in this step (e.g. your attack gains +X [HEART], Staff of Greyhaven, Sorcery X, etc. ) = attack results [3] 
    Step 3
    I am not sure if there is anything that modifies attack result [3] in this step.
    Step 4
    attack results [3] + modifications = attack results [4]
    Step 5
    I am not sure if there is anything that modifies attack result [4] in this step.
     
    My stance - that "[Hearts] rolled" =  attack results [2] - is supported by the following uFAQs:
    For Krutzbeck's Heroic Feat (replace the result of you attack roll] the unmodified attack result [2] is used.
    For Leoric's Hero ability ("-1 [HEART] on all attack rolls] the unmodified attack result [2] is used.
    For Hugo the Glorious Heroic Feat (double the [HEART] on your attack roll) the unmodified attack result [2] is used.
    Reroll abilities (Broad Sword, Fortuna's Dice, and many more)
    Even if not explicitly stated on all cards, reroll abilities are triggered in the "after rolling dice" substep of step 2. I think that the reroll ability may be used even if it cannot prevent that attack to miss. Otherwise it would be really complicated with things like Thaiden Hero ability etc.   
  24. Like
    Inspector Jee got a reaction from becauseofyou in Lost Legends: "Elementalist" Question   
    It's hard for me to believe that the interaction with Bottled Courage (and things like it) wasn't discovered during play-testing.  The bare minimum effort required to test a hybrid class would be to play out every single one of its possible class combos (hopefully, they also tested each with a wide variety of heroes).  Once they inevitably got to Lorekeeper/Apothecary, any player even half-awake would be like "oh snap fighting power 1,000,000".  So even conceding the lowest possible level of competency to FFG requires the acceptance that the lack of "Exhaust" on All-Knowing was deliberate.  The only explanation for this (other than "FFG purposefully created a combo that for 1 Fatigue obliterates all Monsters within LoS") is that the current behavior of All-Knowing is intended minus its implication that it can affect unexhausted cards (i.e. itself).  Under this assumption, the combo IS deliberate but each employed iteration costs 1 Fatigue and a [Book] Check (after the initial 2 Fatigue buy-in of Bottled Courage). 

    Whether or not this is still an OP combo is pretty well up for debate IMO.  As mentioned by LightningClaw, both Carve a Path and Whirlwind are more than capable of delivering a similar amount of Attacks for a cheaper cost - both in XP and in Fatigue - and no attribute risk.  The only real advantage this combo has over those 2 skills is that a) it gives out pots sometimes and b) it's only limited by Fatigue.  But you would expect this, for all the extra stuff you have to spend - and do - just to get it going.  The XP cost alone means that you're not going to be seeing this employed until ACT II at the very, very earliest and that's IF the Apothakeeper prioritizes it over everything else - which means a Healer (or possibly THE Healer) is gimping themselves for at least 2-3 whole Missions (one of which is the Interlude) whilst saving up.  That seems like a reasonable amount of time for a crafty OL to gain enough ground to effectively counter the expected-value garnered from this combo later on.

    I think I'm convinced.  All-Knowing should probably be clarified to:  " ... Choose any number of your exhausted skill cards and test [Book] ..."

    I am also going to apply Occum's Razor to the original topic and assume that Tide should have been worded thusly:  "Exhaust this card when you perform an Attack.  After that attack, a monster adjacent to the target space .... ".  This clears up the Sun and Sea interaction while not ascribing any additional mechanics to either skill.

    Thanks everyone for your input!
    - Jee
  25. Like
    Inspector Jee got a reaction from kbalazsa in I fear the Elementalist is far too strong   
    That is true.  Good insight.  I am far less familiar with the app than with standard play.  As a possible counter-point (or perhaps just an additional point), AoE damage skills are going to be a lot more useful simply as a function of the App's AI (dare I say 50% more) then they would be in standard play.  This meta-advantage is going keep damage above Pierce in the priority, at least for me, along with the simple fact that you will never, ever kill a Monster using only Pierce.  Also, the part of the conversation that was about damage vs. Pierce was focusing on how the overlord should respond to the Heroes' choices, rather than the other way around.  In that App that's completely moot so much of what I said on that topic doesn't apply.
    - Jee
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