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Everything posted by Ceasarsalad101

  1. I have not looked too deeply in this new LotR game but it doesn't look like Descent in the same way Imperial Assault did. Maybe they are similar enough to target the same audience. Or FFG wants to ride the upcoming LotR hype when the new series revolving around Aragorn is released?
  2. Funny how just as I began to pick up painting the miniatures again and looking into forming a new group once more FFG announced a new expansion! This thread is somewhat stale but I since it got me interested in Descent again I would like to give my two cents:) When I left this forum, Descent was considered de facto discontinued so maybe the pessimism that characterized a large part of the community was unjustified? It seems that many new people have entered this forum so good to see that people are still picking it up. I notice that in my local game store Descent and all the expansions are stocked. Regarding the deck, I would say that this type of expansions are a great way to revitalize interest in the game because they are pretty cheap to produce and buy (and hero related stuff is always the most exciting in my opinion). Even though ±$40 for a boxed expansion is quite cheap for the number of gaming hours it provides (compare it to going to the movies for example). I truly hope that a lot of you guys will pick up this new expansion so that FFG will see that there is still interest in this type of game. I highly doubt that there will be boxed expansions but I also doubt that Descent needs it. I have 4 expansions myself so there are still all the H&M packs for all my painting and Descending pleasure. Class decks like Lost Legends are then the most sensible complementation of the existing content. If this new expansion becomes a success two things can happen (imo of course): 1) FFG will continue this type of content, maybe campaign books as well. This would make a third edition more likely. The risk of power creep limits how far FFG can develop the second edition before a new edition becomes inevitable. I personally don't feel that a third edition 'robs' the player of all the content he/she has bought, even if conversion kits are available. 2) FFG will start developing the successor of Descent/ IA. My crystal ball is making assumptions here but since IA is no longer the favorite child of the FFG 'dungeon crawl' family I think something entirely new is plausible. It never made much sense to me that these two games existed simultaneously since they are basically the same game with different themes and slightly different rules, they are the same type of game after all. But I also think that Descent third edition is more likely than Imperial Assault second edition. And because I think that Descent has some fundamental mechanical issues I don't think it can come in the form of new content for the app, a new edition is necessary to meet the current standards of board gaming. TLDR; I am pretty optimistic that FFG will continue developing Descent/AI style dungeon crawlers!
  3. Yet another X thread! The X is very debatable, but I think everyone here agrees that it is a necessary mechanic. I think that within the current set of rules, there is no alternative possible. A lot of skills/abilities/rules etc. are centered around the current dice system. in would be totally in favor of a more general 'attack' stat as in a lot of rpg's but that makes the game more 'number crunching' and reverts some of the 'streamlining' that they did with the 2nd ed.
  4. I think the biggest problem is giving away which cards the OL players have. There will be a point when one of them wants to play a card and must interrupt the game to discuss is with his fellow OL. This could be done in a way that the specific card is not given away but if this is happening during a move action the heroes are given important clues.
  5. Yes, and Logan has the compass that gives him an extra movement point, often juuust enough to get to the treasure. And you can easily equip Logan with a bow and still get the benefits of Sleight of Hand wich compensates that he has to move out of the way.
  6. Because that would increase the price of the game. Since they can now simply use the mould for both the minion and the master.
  7. Don't forget that every monster has unique abilities!
  8. I think that questions like this will get them to think that they didn't go far enough when streamlining this game from the first to the second edition:p It is quite baffling that something simple like moving your figure around the board has created so many questions. It really shows that the more content a game gets the complexity quickly increases.
  9. 9 new monsters, because there are so few right now:p
  10. This is what I was talking about. Of course, this has been made some time ago and is not up to date at all but you get the idea:p Descent2ndEdition_Monster_Traits.pdf Edit: There is also this document from Any2cards which places the monsters in alphabetical order with the traits and monster stats next to it. It is harder to navigate and if you know the monsters stats more or less by heart it is somewhat less useful in my opinion. But if you are new or don't have the greatest memory it might help a lot! Edit2: An updated sheet might be a good addition to the Reference Project that is going on. If you are already printing 50 pages two or three more won't hurt:)
  11. Alphabetical order in a card box works for me. But I believe that someone made a sheet that grouped the monster by traits which you could print out for easy reference.
  12. I found them great to introduce people the game. When you have the cards on the table it just plays a lot quicker than interacting with the app in my opinion, although that does have the result that they are way less varied per playthrough than RtL. The co-ops can really be played in a single evening. Regarding the difficulty, well yes the are quite difficult. In part because they just play differently than the original game. You have to move on faster and some heroes/classes are more/less useful than what you may be used to. without spoiling, I found that in Natures Ire a particular encounter was muuuch easier with a particular hero. But that is also part of the fun, finding out what works and what does not work. And of course, just like in the original game a good roll can make a huge difference but hey that's Descent:)
  13. Yes that is true, but remember that the heroes get to purchase things from the act I deck after the Interlude. So it is very likely that heroes in act II will have the opportunity to trigger is, especially since it doesn't exhaust. The reason I mentioned it is that the final quest Gryvorn Unleashed where the heroes must defeat a single boss might get very easy if the heroes can just stun Gryvorn every turn. It can also be used when the hero is attacked by a ranged weapon. Even when the Rune Knight needs to be within 3 spaces it is not too hard to pass the test. Healers tend to have at least 3 willpower and the Rune Knight can improve his willpower by 1 with a different skill. Ultimately, I think that this skill becomes relatively more powerful as the campaign progresses because it becomes less situational. I can imagine players leaving this skill aside for the first act and then quickly pick it up for the second act. I might be completely over analysing this though, playtesting will provide the answer:p
  14. Hey nice class! I definitely think that bringing the healer more in the action makes the character more fun. The healer has the bad reputation of being the 'waterboy' after all. But as always I have some suggestions: Inscribed armour: A 3 space limitations seems in place here. Alternatively you could make it a buff that you first need to be adjacent to bless the armour and then triggers when the hero gets attacked at a later point. Like the elixirs from the apothecary class, just use hero tokens to remind you of the effect. A stun can be pretty decisive in quests with lieutenants or bosses, especially when the stun is very easy to land with a skill like this. Rune Focus: Reword it slightly? Just exhaust it before you attack to get the effect. It does not refresh normally but instead when you defeat a monster. Otherwise this looks like a great class!
  15. Wow hold the presses, triggered by your question I began to doubt my answer and looked it up. In fact, you must select a space that is adjacent to the monster but also as close as possible to your starting position. So in your example, that would be in the space immediately left of the other hero. Excuse me for my hasty response:) However, if the spaces adjacent to the other hero were already occupied, Oath of Honor does allow to legally 'jump' over the monster in a way that would be impossible with an ordinary move action.
  16. To the monster. So in your example, any space adjacent to the monster is valid. They say 'closest space' because there might be situations where all spaces adjacent to the monster are occupied, in that case you place your figure in the closest empty space.
  17. Only to the monster. You don't need to take the place of the hero or yourself into consideration at all.
  18. But Challara is not OP, because Brightblaze can not be resummoned every turn. Also, Brightblaze takes the hero ability and heroic feat to function. And Brightblaze can't be improved by the class skills.
  19. Because if you want to play the game with a serious level of competitiveness FFG can never make a warrior class again because it will never be picked because that Beastmaster is just too strong. In addition to that they also have to make better monster/ OL cards wich puts the usability of the other heroes under pressure. Not everything has to be equally powerful, but everything must stay in a certain 'marge'. Once again, that is not a problem if you are just playing for laughs but this phenomenon which is commonly referred to as 'power creep' has destroyed other games before. Like Magic the Gathering for example where a few years down the line only the latest expansions were competitively useful because the first cards that were released were outclassed by power creep
  20. Think about movement as a bucket of moment points. You start your turn with zero movement points in your bucket and have two main ways of putting movement points in said bucket (but there are also other ways to do it but these are rarer, like the boots that give 1 movement point at the start of your turn etc.). The first one is spending an action to perform a move action, this gives movement points equal to your speed. The second is trading 1 fatigue for 1 movement point. But movement is a very complicated matter once you dive into the details, but there are more in depth explanations on this forum. You can find them in the pinned topic of 'Index of useful links'.
  21. If you designed this card just to fool around that would be perfectly fine but if you seriously intend to use it, you need to nerf it. It may not look like a big deal that the Bear can use the hero's surges, but it is. Let me give examples of the Bear that MAY occur in Act I and WILL occur in Act II, because the heroes can buy any of these cards after the Interlude. The Bear can also quite easily roll two surges after the first two quests so the following examples are not uncommon. Iron Battleaxe: +2 damage and pierce 1 Jeweled Mace: +4 damage Dire Flail: +3 damage Light Hammer: +2 damage and stun Mace of Aver: +2 damage and stun If the Heroes get the Ironbound Glaive in Act II the Bear get pierce 3 and +3 damage.... All of that is infinitely better that the 1 pierce of the wolf or the 1 extra damage of the Reanimate which relates to my earlier point: Why would you ever pick something else than the Wolf (that is the definition of 'overpowered' btw). It would just be a shame if the OL would get frustrated midway a campaign because the Bear is wrecking everything and he can't kill it because you bought Stalker for 1XP. Or the other scenario, that the OL player would ban the Bear so you can only use it in co-op mode.
  22. Maybe use Rift Swap to enter an empty space within 3 spaces in addition to its current effect? That will make it essentially a weaker move action in the beginning of the game but more attractive to use as the hero acquires more skills. That will make Rift Swap a lot less situational since it can now be used to also move past obstacles, water, more easy searching etc. It might break some quests though.
  23. Think about it like this: Would I ever choose the wolf over the other familiars? If the answer is no, the custom familiar is too powerful.
  24. Not quite imo. If we look at other melee- familiars with 3 speed (the Reanimate) the Bear has the potential to be significantly more powerful. Imagine the heroes getting the Dawnblade. Even some act 1 weapons like the Trident will be very strong. Also don't forget that if you play it right, the Bear would get access to the green die through the Beastmasters skills.
  25. Or add the effect to Liquid Vigor that all skills must be exhausted in this turn. Definitely a nerf but it also prevents future synergy.
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