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Mlai

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Posts posted by Mlai


  1. And my absolute favorite right now (style wise, I haven't payed this Game yet):

    The Rune Golem from RuneWars:The Miniature Game

    https://images-cdn.fantasyflightgames.com/filer_public/02/23/0223b6a7-4b52-4d64-810b-22d160953554/rwm01_miniature_layout.png

    I'd love to see him in Descent. (He would have to shrink to fit a 1x1 base obviously).

    Golems are in D2e, as a monster group and weaponless.

    But yes, it could be pretty cool to have an especially fancy golem sporting weapons.


  2. AFAIK, it's 3 new classes according to the promo blogs (Battlemage, Steelcaster, Watchman).  I'll be even happier if it's 4.

     

    I like the fact that it's a mash-up.  For example, I wouldn't feel right playing Syndrael as a fighter class and not having magical abilities.  She's an elf!  All elf can jump!  Now I can rest easy knowing she can twirl a sword and shoot magic too.

    68222befe025c30350e3c4ed0031fcc3.jpg

     

    (Oh man, I want someone like Pirotess in this game...)

    And instead of just 2 additional classes, you get 4!  Sort of!


  3. Using those stats, it appears that The Monster's Hoard is a very unbalanced Act II quest that favors the Heroes.  If I played that as the third Act I quest instead, it may be more competitive and balanced maybe?

    I think what veteran players have been saying is that this game is finely tuned, maybe not at the encounter level but definitely at the campaign level.  You can't house-rule things willy-nilly like you're encouraged to with a typical AD&D session; it's a different type of game.

     

    If you suspect you're doomed to lose a particular encounter, then change your objective as OL.  Concentrate on collecting Threat tokens, on forcing an end to the encounter so that the heroes don't traipse around collecting all the search tokens, etc.


  4. Basically, an Ettin can for example:

     

    (1) Shrink, move 2 spaces.

    (2) Declare that he is interrupting his movement action with a 2nd movement action.

    (3) Expand and so "gain a movement space".

    (4) Shrink, move 3 spaces (his 2nd movement action).

    (5) Expand and so "gain a movement space".

    (6) Shrink, move 1 space (the last bit of his 1st movement action).

    (7) Expand and so "gain a movement space".

     

    Total additional movement spaces gained = 3.

    Total movement spaces crossed = 9, not 6.  Bwahahaha!!


  5. The problem with your wording isn't that it happens on another player's turn (which I would consider no problem at all) but rather, like Zaltyre said, that it's not clear who gets affected.

    Hmm, true.  I hate inelegant wording just as much as the next geek.  So I'd say your edited rule is better.  Even if I have to give up the hilarious mental image of a hero falling into a pit after a red panda does something clumsy and cute.

     

    And yes, I too watched half a dozen red panda videos from following Zaltyre's link.


  6. I don't necessarily think that Ronan is broken or underpowered.  I simply agree that it's kind of stupid that a hero cannot directly benefit from his own familiar.

     

    Is it problematic that my wording allows Ronan to interrupt another hero's turn?  Yes, but so?  The OL interrupts heroes' turns all the time, and certain heroes get to interrupt the OL.  This game's turns are designed to be interrupted.  If a hero throws a fit because he's interrupted to receive a free gift, then this heroic party is sorely lacking in communication skills.

     

    if Pico is doing the search, what happens if the Overlord plays a trap card? Which hero does it get played on?

    The hero adjacent to the search token, ofc.

    Is he gonna throw a fit and point fingers, because Ronan's interruption caused him to suffer a trap?  Like I said, adventuring is a team sport.  I actually like the fact that Ronan's ability worded this way could challenge the cohesion of an unreliable party which doesn't talk to each other.


  7. (1) Can reward with extra Threat tokens or Fortune tokens.  They have high utility as long as OL has a Plot deck.

     

    Following only works for 3-hero games:

     

    (2) Can change a monster group limit for the next encounter, based on the monster card.  For example, heroes lose quest in a 3-hero game.  Next encounter, 1 of the monster groups (specified or open, depends on your ruling) use the 4-hero limit for the entire encounter.  If you specify zombies or something, or if the group has no reinforcements, it's not that huge a deal.

     

    (3) Similarly, the Lieutenant which appears next can use its higher or lower tier stats, depending on who won previously.


  8. You can word it as:

     

    During another hero's turn, Pico may search a search token in its space (this does not require an action) for any hero adjacent to Pico.

     

    What the above does, is give Ronan (Pico's master) the decision to search and the (verbal) order for Pico to search, instead of giving another hero the decision and order.

    It both addresses 1 of your complaints (1 of your friends is being dumb), and is also more thematic (why would Pico listen to, or understand someone else).


  9. I don't understand the Marrow Priest's Shadow Step.

     

    Does it mean that as soon as you attack it (and don't spend Surge), it gets to move 5 during your hero's turn?

    Or does it mean as soon as you attack it (and don't spend Surge), it gets +5 stored in its move action pool, for it to use when its turn comes?


  10. Orcs do exist as nations in Terrinoth?  I would have never guessed.

    My favorite orcs would be from Heroes of Might & Magic V: Tribes of the East.

    22066278_homm03tf0.jpg

     

    Sort of an even mix between Warcraft and LOTR (movies).  Despite how flawed HOMM5 is, I still play it from time to time.

    A Bloodlust mechanic should be some sort of gradual powering-up for orc groups, where the longer the encounter drags on with fighting, the more "pumped up" they become with increased stats and abilities.  This applies to new orcs spawning in.  And the orc lieutenant/ agent has abilities which drastically pump up Bloodlust.


  11. I really enjoy Battlelore.  It is a nice, relatively quick, light skirmish game with interesting tactics built into the different units.  I really like the style of the art and minis, as many are similar to troops in Descent.  Highly recommend it.

    I use BL Razorwings as Razor-puppies in Descent 2e. :rolleyes:

     

    The only problem with Runebound is that FFG seems to have mixed up its hero minis with the D2e H&M boxes' hero minis.  The H&M heroes are too big in scale compared to most D2e minis, while the Runebound heroes are more comparable in Descent scale.


  12. If I understand correctly... some are worried that allowing a human intelligence (the OL player) to control a powerful final boss, would be impossible to balance in a PvP-type game like D2e?

     

    You make the boss sufficiently "boss-like", and it's a boring curbstomp win for the OL player.

    You make the boss beatable, and it's no longer epic and boss-like.

     

    I think the key is to separate the boss fight into stages.  For example, you separate the encounter in 3, where say each stage is one form of the boss.  Each stage would have different objectives in order to defeat the boss, direct combat being only 1 of the possibilities.

     

    (1) This keeps the entire encounter fresh, rather than just having the players do 1 thing repeatedly to deplete a hps counter that starts at some absurdly high value.

    (2) This divides the boss into manageable chunks which is balanced and intense for both the OL and the hero players, while still keeping the boss feeling epic when taken on the whole.


  13. I understand that you're simply clarifying the RAW, but the ruling on diagram 16 (standing on opposite sides of a thin wall) is really nonsensical and actually is in direct contradiction with the inherent geometry of how LOS works in D2e.  In the RAW, only the 1st instance does not have LOS.  But in physical actuality, all the instances you showed should not have LOS.

     

    The way I see it, thin walls are objects of confusion because they're1-dimensional objects forced to exist in a 2D space.  But since there's no such thing as 1D objects (i.e. comprising of only length, without width) in the physical reality of a 2D world (the board), you have to give those thin walls a "virtual thickness".  That is, pretend it's a skinny rectangle rather than an idealized line.

     

    But as soon as you realize that it's not a line, but just a skinny rectangle... you can see how all of those instances in diagram 16 would have the LOS line running along the edge of the wall, and therefore all of them do not have LOS.

     

    As someone with an interest in physics, that's the only explanation I can accept.

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