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Zaltyre

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  1. I'll second this. By all means, come up with a monster scaling factor (e.g. apply +4 to each monster's health, +1 damage to surge abilities, add a green die and a gray die...) perhaps some bonus XP and/or threat for the OL, and potentially drum up some equipment for the heroes. Power to you, do it up.
  2. That's a neat mechanic. You could also just give him the "Stealthy" ability (see: Deep Elves) or an ability like the beastmaster's wolf (check out the Stalker skill)
  3. Zaltyre

    Connection problem

    I just got in using my phone's firefox. I'd check your connection and try again. Either there is a problem on your end or there may have been some kind of site maintenence (no idea why that would be the case).
  4. All of these heroes are thoughtfully designed, which is great. For Mirala, I would almost turn her feat into her ability (extra gold). The feat really should be something she can use during a quest, otherwise it puts her at a big disadvantage as a character (especially since currently neither her feat nor her ability are relevant except in a campaign phase). Perhaps something which helps her get a search card, or distribute search cards. "Use when you defeat a master monster. Draw a search card." "At the start of your turn, choose a hero within 5 spaces. You and that hero may exchange equipment."
  5. I need to look at my quest guide. Will check back soon. Confirmed, the wording is indeed, "...he may instead place..." the "may instead" means that yes, he can still choose to put the monster on the Exit, but may instead place on the Entrance.
  6. Those are interesting, especially the reasoning behind the abilities. If you'd like, some people have made templates for D2E hero sheets, you could put these characters onto those for a more official look.
  7. Zaltyre

    Hexer

    Hexing is nothing of itself. Hexing just makes a monster hexed, and hexer skills do special things to hexed monsters.
  8. Every group's experience may differ, but I must say I'm surprised by your assessment of "weak heroes in general." I'd say the more frequent complaint is that heroes have it too easy.
  9. Did you mean "Chains that Rust"?
  10. While I mostly agree with you, I think the feeling of incompletion is a result of it looking like everything was going to be completely rounded out. One hero and monster pack is great- but then every single 1st edition monster was updated, as well as every 1st edition hero... except 12. Big boxes had 1 of each hero/class, and the small boxes had alternating sets of 2, and Mists arrives with... no heroes. Chains follows up with new types of classes, but still no heroes. Is it fair to expect FFG to do more because they already did more than originally expected? No. The game isn't really incomplete, I agree; however, it does kind of feel like it is. The gray bar is the same color all the way across- but the colors around sure make it look like one side is darker than the other.
  11. Let me dig up an email for you. I'm in the air this morning so it may be a bit. EDIT: Found a topic with link to the uFAQ.
  12. You are incorrect. The scourge's ability cannot trigger off itself (and neither can word of misery). They can work together once, but there is no loop.
  13. "Just" let him move monsters. Yeah, it's a card that , when played properly, helps balance out the hero advantage of moving without actions. It's easy to waste, but in the right circumstances it can be devastating. (Like when a hero is attempting to fatigue up to a monster in order to attack it twice).
  14. Ah, I see. No, I don't think you can. "Moving a space" is not gaining a MP, and moving off the map requires spending a MP. A knight cannot advance off the map, Jain cannot heroic feat off the map, Astarra or Thorn can't hero ability off the map... you've just got to spend a MP. That requires 2 things: -You have a MP -You have a time window in which to spend it.
  15. I'm not suggesting the card triggers every time a fatigue is suffered, I'm suggesting it triggers each time a fatigue is suffered to gain a MP. At that time, a monster is selected. When the hero who gained the MP spends that MP, the monster can move 1 space. This is the punishment for fatigue movement (as intended). This is as clearly as I can state my reading of the card:
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