Zaltyre

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  1. For starters, if you're looking to make things a little easier for the heroes, Lair and Trollfens rumors are EXACTLY the ones you want to include. Manor (and moreso the H&M) rumors actually tend to help the OL relatively more: -they have fewer search tokens -if the heroes lose, the OL gets a card. -if the heroes don't play the quest by the interlude, the OL gets a card as if he won. -(for H&M rumors) the heroes can't win relics
  2. I am pretty certain that each damage step is a separate trigger... I need to look through my rule responses (or just check the CRRG) but I'm thinking is was a question about Dark Pact (whether the OL can choose to damage the reanimate FIRST to prevent the necromancer from redirecting damage to the renaimate. The answer was essentially: damage from multi-space attacks is resolved in most cases as a single event. The exception is when there is an inferfering trigger (such as Andir's ability) which creates a timing conflict. When that happens, each event must be treated independently as each has distinct triggers. The best other example I can think of is the wildlander's nimble. Let's say a goblin moves into a space asldjacent to the wildlander with its last MP. The goblin enters the space, the wildlander moves one space, and the goblin finishes moving "all at once". Simple, right? Now, imagine the same situation, but a shadow dragon is moving instead of a goblin. When Nimble is triggered, things have to happen in a very particular order: -the dragon enters the space -Nimble is triggered -the dragon expands -the wildlander moves -the dragon ends its movement. In the first case, the goblin doesn't have anything else to do, so it may as well happen simultaneously. The necessity of the dragon's expansion forces everything to happen in order. It's like multiplication. If x and y are numbers, xy=yx. Order doesn't matter. However, if x and y are matricies, xy =/= yx. In fact, one of those two things may not even be possible. The inclusion of non-commuting elements forces the bookkeeping to be exact.
  3. It's not an explicit reference to public OL cards, but in the spend experience OL section on page 20, there is: "Before each quest (but not each encounter), the overlord player may choose to temporarily remove a number of cards from his deck in order to optimize his strategy for the quest. This is done in secret so the hero players do not know which cards the overlord player has removed. He must keep a deck of at least 15 Overlord cards for each quest. Any removed cards are set aside for the duration of the quest. After the quest ends, return any removed cards to his deck of Overlord cards." If the contents of the overlord deck were not known anyway, there would be no reason to remove cards down to 15 in secret. There's also the fact (from that same section) that the players all record their purchases on the campaign sheet.
  4. He is mistaken. The heroes get to know every card purchased by the OL. In fact they know *exactly what cards the OL has in his deck. *When the OL has more than 15 cards, he has the option to leave some cards behind at the beginning of the quest (not shuffle them into his deck). The heroes will get to see how many cards he brings along, but they do not get to know which cards he excluded. As an example, let's say your OL has the Basic deck (15 cards) and has purchased "Blood Rage" and "Web Trap". He owns 17 cards. At the start of a quest (not encounter) he can decide he doesn't want to use all 17 cards, he only wants to use 15 (the minimum deck size). He sets 2 cards aside before shuffling his deck for the quest. The heroes see that. You know he has access to 17 cards (Basic +Web Trap+Blood Rage). You know he has 15 cards in his deck. You do not know if those two cards are Poison Dart and Web Trap, or Tripwire and Frenzy, etc. That is, you don't know WHICH 15 cards he is drawing from, but you know they are 15 of the 17 he owns.
  5. Yeah, these forums have an interestingly set filter.
  6. I think you're playing with this rule (and it won't matter when he buys Iron Will anyway) but make sure he's only spending 1 surge per attack to recover fatigue. The runemaster is a powerful mage to be sure, and disciple and knight are strong supporters. The disciple can't heal unless he's adjacent. Monsters with knockback (or throw) or immobilize can help here. He also can't heal if he doesn't have fatigue. If the disciple happens to be Avric you have his hero ability to worry about, but if the runemaster is spending surges to heal himself he's not spending surges to do damage. My best advice for the runemaster is not to focus on killing him. As an OL, keep your priorities straight. Killing heroes is fun, but it is secondary (and often irrelevant) to winning a quest. You want to hinder the heroes and make them less effective. The end result of a KO is usually not much more than that of a stun (one hero loses one action to revive) and a KO takes a lot more work on your part.
  7. I like your comment. I dislike that it's true.
  8. Brightblaze performing the attack would heal itself, not your hero. He can only perform melee attacks. I don't think that wording prohibits using a ranged weapon for a melee attack, but that's pretty odd. Normally, melee weapons only perform melee attacks, ranged weapons only perform ranged attacks.
  9. Right- to be clear, there is a definite difference between "ability" and "[action] ability". I am not disputing that point. I only brought up the fatigue recovery surge ability as an unrelated example of a default ability vs one granted by additional card. Obsidian Scalemail puts a limit on actions performed. These might be skill actions (ex., Oath of Honor, Terracall) because "skill" explicitly refers to class cards. These also might be action abilities such as heroic feats which cost an action (like Jain Fairwood's) or condition action abilities (discard stun). My question is, what is your reasoning for excluding common actions (rest, move, revive) from this list- or at least quest actions? In my understanding, "ability" is a very general term which could include those actions. Genuine curiousity, I may have missed a rule/ruling somewhere. As to why it wouldn't have been written differently... I'd have to think up a good response to that. I'm not sure.
  10. Sadgit, not to disagree, but to confirm- you're sure about normal actions not being limited? I read skill as class card, ability as basically anything else a character does, including defaults. (For example, if a card said ,"you cannot use surge abilities" I'd conclude you couldn't spend a surge to recover fatigue.) I guess it's not obvious to me that "rest" isn't an "action ability".
  11. So as not to be a big downer, it's worth mentioning that even without additional content Descent remains a lot of fun to play, and the community here is wonderful. I'm always impressed by the users who contribute by making tools, guides, links, or really insightful posts. Just because ANA has checked out doesn't mean we can't continue to have a good time with D2e.
  12. While I have been still receiving answers to rules questions, I'm now over 100 days waiting for a response (let alone a fix) to a quest vault support request. I really used to believe in the development and support team for this game. My interactions with them during rules communications, quest vaulting, and playtesting showed them to be dedicated, receptive, and fun people. (I once got 2 responses from FFGFra -Francesco, who was/(is?) on the vault support team- in the same day, working with me to fix a bug that was preventing quests from saving in chrome.) However, ever since the Asmodee merger something has changed. My suspicion (based on my previous experience with the Descent team) is that they are unable (as opposed to unwilling) to put the time into Descent they used to. Unfortunately, whatever the cause, the outcome is the same. As far as I'm concerned, physical D2E is dead. I'll believe otherwise when/ if I see it.
  13. Yup. I'm with charmy. The card outlines what makes monkeys different than heroes (what a hero CAN'T do while a monkey). The stuff that is not mentioned remains unchanged. Monkeys can search, rest, move, use skills (that don't involve attacking), etc.
  14. Are you playing app or classic OL style?