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thinkbomb

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  1. Like
    thinkbomb got a reaction from Spidey NZ in The tale of Imperial Assault is not done!   
    there will always be a dogmatic hatred of app assisted board games.  That's unavoidable - even if most of the time the person comes across as "Sam I Am" vs Green Eggs and Ham
    When done correctly, apps basically just remove up all the upkeep.  Biggest example is Mansions of Madness second edition: is just a digital GM conversion of the first edition ... and there was a MOUNTAIN of tokens it replaced.  I enjoyed it far more than I thought I would. 
    ...
    Being said, where IA shines brightest is the amount of control that the imperial player has over the campaign - and the fact that the imp doesn't have to pull punches in order for the game to be fun.  Most other 1vMany games can have the feeling of DickGM when the 1 plays to win.
    Unsurprisingly, about the only game I'm aware of where it worked liked this was D2e, which IA is the same blood. 
    ...
    Ergo, back to original guess...
    IA can keep the primary emphasis on the head to head campaign since its one of the only games like it.
    Descent (it's blood brother) can get pushed into its new form (whatever that may be)
  2. Like
    thinkbomb got a reaction from angelman2 in The tale of Imperial Assault is not done!   
    there will always be a dogmatic hatred of app assisted board games.  That's unavoidable - even if most of the time the person comes across as "Sam I Am" vs Green Eggs and Ham
    When done correctly, apps basically just remove up all the upkeep.  Biggest example is Mansions of Madness second edition: is just a digital GM conversion of the first edition ... and there was a MOUNTAIN of tokens it replaced.  I enjoyed it far more than I thought I would. 
    ...
    Being said, where IA shines brightest is the amount of control that the imperial player has over the campaign - and the fact that the imp doesn't have to pull punches in order for the game to be fun.  Most other 1vMany games can have the feeling of DickGM when the 1 plays to win.
    Unsurprisingly, about the only game I'm aware of where it worked liked this was D2e, which IA is the same blood. 
    ...
    Ergo, back to original guess...
    IA can keep the primary emphasis on the head to head campaign since its one of the only games like it.
    Descent (it's blood brother) can get pushed into its new form (whatever that may be)
  3. Like
    thinkbomb got a reaction from combusticator in Card font   
    https://drive.google.com/drive/folders/1zrU6E1t6kSUmirhuvLjr-5rO4QHzgHj3
     
    I forgot to post an update here.
    I made a rough draft of what's essentially a "3rd player" AI, along with some modified rules.
    The core idea is that rather than it being a semi-cooperative game where players are trying to not be shamed by letting the AI win - the AI is there for a thematic wrench in the works.  They'll run around doing stuff according to their character and causing a little more havoc for the other players.
    Anyhoo, please give it a whirl.  ^^  Or, at the very least, take a look at it and let me know (especially for some of the flavor options for character specific cards - I'm open to suggestions on how to work narrative callbacks into the cards).
  4. Like
    thinkbomb got a reaction from allenkwest in Fun Facts in Descent   
    The older definition of the term fetish was actually just an object thought to be embued with a power.  Loosely it also expanded to a wardrobe or other personal effects. 
    However, the object you mentioned from D1e is a bit misnamed, as typically fetishes were named after the thing the fetish was thought to embue.
    So, for example, a creepy green idol with tentacles would be correctly identified as a c'thulhu fetish (object) - not a cultist fetish (which would have been a statue of a dude in a robe).  The item in question looked like it BELONGED to beastmen, rather than channeling whatever freakish power the beastmen would have desired.
    anyhoo, that same art was later cropped/used for Hex Tokens, it seems...

  5. Like
    thinkbomb got a reaction from Cotgrave in Fun Facts in Descent   
    The older definition of the term fetish was actually just an object thought to be embued with a power.  Loosely it also expanded to a wardrobe or other personal effects. 
    However, the object you mentioned from D1e is a bit misnamed, as typically fetishes were named after the thing the fetish was thought to embue.
    So, for example, a creepy green idol with tentacles would be correctly identified as a c'thulhu fetish (object) - not a cultist fetish (which would have been a statue of a dude in a robe).  The item in question looked like it BELONGED to beastmen, rather than channeling whatever freakish power the beastmen would have desired.
    anyhoo, that same art was later cropped/used for Hex Tokens, it seems...

  6. Like
    thinkbomb got a reaction from Oak tree in Fun Facts in Descent   
    The older definition of the term fetish was actually just an object thought to be embued with a power.  Loosely it also expanded to a wardrobe or other personal effects. 
    However, the object you mentioned from D1e is a bit misnamed, as typically fetishes were named after the thing the fetish was thought to embue.
    So, for example, a creepy green idol with tentacles would be correctly identified as a c'thulhu fetish (object) - not a cultist fetish (which would have been a statue of a dude in a robe).  The item in question looked like it BELONGED to beastmen, rather than channeling whatever freakish power the beastmen would have desired.
    anyhoo, that same art was later cropped/used for Hex Tokens, it seems...

  7. Like
    thinkbomb got a reaction from AwesomeTree_in_the_Dark in Fun Facts in Descent   
    The older definition of the term fetish was actually just an object thought to be embued with a power.  Loosely it also expanded to a wardrobe or other personal effects. 
    However, the object you mentioned from D1e is a bit misnamed, as typically fetishes were named after the thing the fetish was thought to embue.
    So, for example, a creepy green idol with tentacles would be correctly identified as a c'thulhu fetish (object) - not a cultist fetish (which would have been a statue of a dude in a robe).  The item in question looked like it BELONGED to beastmen, rather than channeling whatever freakish power the beastmen would have desired.
    anyhoo, that same art was later cropped/used for Hex Tokens, it seems...

  8. Like
    thinkbomb got a reaction from stuka106a in Super Descent - coming soon   
    Project long time in the works, I'm posting a preview here.  It'll be available to play at some point within the next month or two.

    Super Descent is essentially an unofficial 3rd edition.  The 30 second sales pitch is as follows...
    - A summoning resource called "Peril" will allow the Overlord more strategic flexibility regarding when to unleash a wave of monsters on the heroes.  As well, monsters will have different strengths that cost different amounts of peril (rather than Act 1 / Act 2 distinctions).
    - Heroes have a healthy/wounded status (similar to IA).  Bearing in mind the game has been rebalanced for this, it does remove the oppressive nature of Corpse-Stalking and always targeting the squishy mage/healer first.
    - Heroes will have their own unique XP upgrades called Talents in addition to their chosen class (this is to enable more flexibility in what heroes are good at what classes).
    - Great efforts have been made to retain as much Descent-ness as possible, including maintaining minion/masters, wealth of conditions, separation of heroes/classes, etc, etc, etc
    - A companion guide to update existing campaigns to Super Descent (no maps included, so original copies still required, for obvious reasons)
    - A new AI deck is being developed specifically for this mod (given the other systems are incompatible)
    - There will be a card creation suite to enable faster development.
    - And a host of other changes to accommodate for the major new systems.  For example: the new tools have been used to push each monster into its own role (for example: the sluggers like Ogres, Giants, Ettins, and Trolls all now have more diverse personalities and roles)

    Being said ... here's a couple of card previews ...

    The Monster Card

    The big thing is that EVERYTHING is on 1 side of the card.  This means the Overlord can hold a small hand of monsters and not reveal to the heroes what they'll be up against until he pays the peril and unleashes them.
    A couple points to note ...
    a) the new dice icons at the bottom were born out of necessity to allow for b/w printing
    b) the white text will have black outlines implemented in the card editor suite
    c) The card template will be extremely flexible, including adjusting: surge abilities, whether or not surges are master only, if you hide extra info like the monster traits, attributes, etc
    d) awful pink picture is there as a safety-net.  The card editor will allow the user to input their picture of choice

    The Item Card

    These changes are more quality of life than anything, but it certainly helps.
    a) the item type icon has been moved next to the picture.  This was done to allow more text space and cleaner presentation
    b) Now there's an option to include class restriction at the bottom of the card.  It makes it a lot easier to tell the starting class equipment from shop cards without having to look at the backside.

    Skill and Talent Cards

    Talents (XP Upgrades) that are specific to heroes now have their own fancy background colors.  In addition, I put the Heroic Feat on the talent card (hence the little add-on graphic there).  Also, some cards will have the option of being double sided (flip over mechanics).
    ... which leads to ...

    Hero Cards


    Healthy Heroes have an extra ability.  yay!  That ability gets lots when they're wounded, and their stats take a hit.  Uh oh!
    - If nothing else, facetiously, it provides players an actual reason to flip over their hero card.
    - More importantly, it's in the best interest for the Overlord to spread damage and eventually attack EVERYONE (as those stat decreases can affect the success of a mission).
    I've put out a rough roadmap to convert all retail content, as well (with permission) a great portion of community content.
    The development tools (which is really all I'm waiting on) are going to super straight forward and will allow everyone to pitch in if they want to (as well as making it much easier to kick out content in a timely manner).

    So if you're interested: discord server's here --> https://discord.gg/fw6ssGH
  9. Like
    thinkbomb got a reaction from Sadgit in Super Descent - coming soon   
    To be clear this is basically a new edition.  That means there will be a great deal of changes inbound for the game (despite trying to keep the spirit of the thing in tact).
    The phrase "too much" is also very subjective.  While some changes were out of necessity, most were made based on trying to alleviate design flaws.  However, there's always that camp which will view inherent design flaws as "part of the charm" of 2nd edition.  It'd be foolish for me to comment on that aspect for you (as in: judging if it actually would be too much or not given the subjective nature of the thing).
    The only I can say is that when this content is made available, the option will be present to download it in segments.  So while the core game will have an unavoidable bulk (to deal with monsters, items, etc), a significant chunk will be broken off into smaller downloads (for example: class decks, plot decks, overlord decks, etc).  So efforts will be made to break down the download/print bulk as much as possible.
     
    Regarding the editor, there's a couple notes...
    * it will allow for more effective play testing, as filling out text forms is far faster than manually adjusting photoshop files.  Obviously that means faster fixes to balance oversight issues (an issue ubiquitous with FFG style multi-component games).
    * There will also be the spreadsheets made available for armchair devs to tinker with.  For example: the process of calculating the peril figure cost is a bit mathematically involved, so a spreadsheet was created to automate most of that.  Documentation and best practices guides will also be made available for all of this.
    * Ideally, it'll be approachable enough to allow interested parties to both convert their D2e content, as well as add original creations without the psd barrier.
  10. Like
    thinkbomb got a reaction from leewroy in Super Descent - coming soon   
    Project long time in the works, I'm posting a preview here.  It'll be available to play at some point within the next month or two.

    Super Descent is essentially an unofficial 3rd edition.  The 30 second sales pitch is as follows...
    - A summoning resource called "Peril" will allow the Overlord more strategic flexibility regarding when to unleash a wave of monsters on the heroes.  As well, monsters will have different strengths that cost different amounts of peril (rather than Act 1 / Act 2 distinctions).
    - Heroes have a healthy/wounded status (similar to IA).  Bearing in mind the game has been rebalanced for this, it does remove the oppressive nature of Corpse-Stalking and always targeting the squishy mage/healer first.
    - Heroes will have their own unique XP upgrades called Talents in addition to their chosen class (this is to enable more flexibility in what heroes are good at what classes).
    - Great efforts have been made to retain as much Descent-ness as possible, including maintaining minion/masters, wealth of conditions, separation of heroes/classes, etc, etc, etc
    - A companion guide to update existing campaigns to Super Descent (no maps included, so original copies still required, for obvious reasons)
    - A new AI deck is being developed specifically for this mod (given the other systems are incompatible)
    - There will be a card creation suite to enable faster development.
    - And a host of other changes to accommodate for the major new systems.  For example: the new tools have been used to push each monster into its own role (for example: the sluggers like Ogres, Giants, Ettins, and Trolls all now have more diverse personalities and roles)

    Being said ... here's a couple of card previews ...

    The Monster Card

    The big thing is that EVERYTHING is on 1 side of the card.  This means the Overlord can hold a small hand of monsters and not reveal to the heroes what they'll be up against until he pays the peril and unleashes them.
    A couple points to note ...
    a) the new dice icons at the bottom were born out of necessity to allow for b/w printing
    b) the white text will have black outlines implemented in the card editor suite
    c) The card template will be extremely flexible, including adjusting: surge abilities, whether or not surges are master only, if you hide extra info like the monster traits, attributes, etc
    d) awful pink picture is there as a safety-net.  The card editor will allow the user to input their picture of choice

    The Item Card

    These changes are more quality of life than anything, but it certainly helps.
    a) the item type icon has been moved next to the picture.  This was done to allow more text space and cleaner presentation
    b) Now there's an option to include class restriction at the bottom of the card.  It makes it a lot easier to tell the starting class equipment from shop cards without having to look at the backside.

    Skill and Talent Cards

    Talents (XP Upgrades) that are specific to heroes now have their own fancy background colors.  In addition, I put the Heroic Feat on the talent card (hence the little add-on graphic there).  Also, some cards will have the option of being double sided (flip over mechanics).
    ... which leads to ...

    Hero Cards


    Healthy Heroes have an extra ability.  yay!  That ability gets lots when they're wounded, and their stats take a hit.  Uh oh!
    - If nothing else, facetiously, it provides players an actual reason to flip over their hero card.
    - More importantly, it's in the best interest for the Overlord to spread damage and eventually attack EVERYONE (as those stat decreases can affect the success of a mission).
    I've put out a rough roadmap to convert all retail content, as well (with permission) a great portion of community content.
    The development tools (which is really all I'm waiting on) are going to super straight forward and will allow everyone to pitch in if they want to (as well as making it much easier to kick out content in a timely manner).

    So if you're interested: discord server's here --> https://discord.gg/fw6ssGH
  11. Like
    thinkbomb got a reaction from wyatt606 in Super Descent - coming soon   
    Project long time in the works, I'm posting a preview here.  It'll be available to play at some point within the next month or two.

    Super Descent is essentially an unofficial 3rd edition.  The 30 second sales pitch is as follows...
    - A summoning resource called "Peril" will allow the Overlord more strategic flexibility regarding when to unleash a wave of monsters on the heroes.  As well, monsters will have different strengths that cost different amounts of peril (rather than Act 1 / Act 2 distinctions).
    - Heroes have a healthy/wounded status (similar to IA).  Bearing in mind the game has been rebalanced for this, it does remove the oppressive nature of Corpse-Stalking and always targeting the squishy mage/healer first.
    - Heroes will have their own unique XP upgrades called Talents in addition to their chosen class (this is to enable more flexibility in what heroes are good at what classes).
    - Great efforts have been made to retain as much Descent-ness as possible, including maintaining minion/masters, wealth of conditions, separation of heroes/classes, etc, etc, etc
    - A companion guide to update existing campaigns to Super Descent (no maps included, so original copies still required, for obvious reasons)
    - A new AI deck is being developed specifically for this mod (given the other systems are incompatible)
    - There will be a card creation suite to enable faster development.
    - And a host of other changes to accommodate for the major new systems.  For example: the new tools have been used to push each monster into its own role (for example: the sluggers like Ogres, Giants, Ettins, and Trolls all now have more diverse personalities and roles)

    Being said ... here's a couple of card previews ...

    The Monster Card

    The big thing is that EVERYTHING is on 1 side of the card.  This means the Overlord can hold a small hand of monsters and not reveal to the heroes what they'll be up against until he pays the peril and unleashes them.
    A couple points to note ...
    a) the new dice icons at the bottom were born out of necessity to allow for b/w printing
    b) the white text will have black outlines implemented in the card editor suite
    c) The card template will be extremely flexible, including adjusting: surge abilities, whether or not surges are master only, if you hide extra info like the monster traits, attributes, etc
    d) awful pink picture is there as a safety-net.  The card editor will allow the user to input their picture of choice

    The Item Card

    These changes are more quality of life than anything, but it certainly helps.
    a) the item type icon has been moved next to the picture.  This was done to allow more text space and cleaner presentation
    b) Now there's an option to include class restriction at the bottom of the card.  It makes it a lot easier to tell the starting class equipment from shop cards without having to look at the backside.

    Skill and Talent Cards

    Talents (XP Upgrades) that are specific to heroes now have their own fancy background colors.  In addition, I put the Heroic Feat on the talent card (hence the little add-on graphic there).  Also, some cards will have the option of being double sided (flip over mechanics).
    ... which leads to ...

    Hero Cards


    Healthy Heroes have an extra ability.  yay!  That ability gets lots when they're wounded, and their stats take a hit.  Uh oh!
    - If nothing else, facetiously, it provides players an actual reason to flip over their hero card.
    - More importantly, it's in the best interest for the Overlord to spread damage and eventually attack EVERYONE (as those stat decreases can affect the success of a mission).
    I've put out a rough roadmap to convert all retail content, as well (with permission) a great portion of community content.
    The development tools (which is really all I'm waiting on) are going to super straight forward and will allow everyone to pitch in if they want to (as well as making it much easier to kick out content in a timely manner).

    So if you're interested: discord server's here --> https://discord.gg/fw6ssGH
  12. Like
    thinkbomb got a reaction from AwesomeTree_in_the_Dark in Super Descent - coming soon   
    To be clear this is basically a new edition.  That means there will be a great deal of changes inbound for the game (despite trying to keep the spirit of the thing in tact).
    The phrase "too much" is also very subjective.  While some changes were out of necessity, most were made based on trying to alleviate design flaws.  However, there's always that camp which will view inherent design flaws as "part of the charm" of 2nd edition.  It'd be foolish for me to comment on that aspect for you (as in: judging if it actually would be too much or not given the subjective nature of the thing).
    The only I can say is that when this content is made available, the option will be present to download it in segments.  So while the core game will have an unavoidable bulk (to deal with monsters, items, etc), a significant chunk will be broken off into smaller downloads (for example: class decks, plot decks, overlord decks, etc).  So efforts will be made to break down the download/print bulk as much as possible.
     
    Regarding the editor, there's a couple notes...
    * it will allow for more effective play testing, as filling out text forms is far faster than manually adjusting photoshop files.  Obviously that means faster fixes to balance oversight issues (an issue ubiquitous with FFG style multi-component games).
    * There will also be the spreadsheets made available for armchair devs to tinker with.  For example: the process of calculating the peril figure cost is a bit mathematically involved, so a spreadsheet was created to automate most of that.  Documentation and best practices guides will also be made available for all of this.
    * Ideally, it'll be approachable enough to allow interested parties to both convert their D2e content, as well as add original creations without the psd barrier.
  13. Like
    thinkbomb got a reaction from any2cards in Super Descent - coming soon   
    Project long time in the works, I'm posting a preview here.  It'll be available to play at some point within the next month or two.

    Super Descent is essentially an unofficial 3rd edition.  The 30 second sales pitch is as follows...
    - A summoning resource called "Peril" will allow the Overlord more strategic flexibility regarding when to unleash a wave of monsters on the heroes.  As well, monsters will have different strengths that cost different amounts of peril (rather than Act 1 / Act 2 distinctions).
    - Heroes have a healthy/wounded status (similar to IA).  Bearing in mind the game has been rebalanced for this, it does remove the oppressive nature of Corpse-Stalking and always targeting the squishy mage/healer first.
    - Heroes will have their own unique XP upgrades called Talents in addition to their chosen class (this is to enable more flexibility in what heroes are good at what classes).
    - Great efforts have been made to retain as much Descent-ness as possible, including maintaining minion/masters, wealth of conditions, separation of heroes/classes, etc, etc, etc
    - A companion guide to update existing campaigns to Super Descent (no maps included, so original copies still required, for obvious reasons)
    - A new AI deck is being developed specifically for this mod (given the other systems are incompatible)
    - There will be a card creation suite to enable faster development.
    - And a host of other changes to accommodate for the major new systems.  For example: the new tools have been used to push each monster into its own role (for example: the sluggers like Ogres, Giants, Ettins, and Trolls all now have more diverse personalities and roles)

    Being said ... here's a couple of card previews ...

    The Monster Card

    The big thing is that EVERYTHING is on 1 side of the card.  This means the Overlord can hold a small hand of monsters and not reveal to the heroes what they'll be up against until he pays the peril and unleashes them.
    A couple points to note ...
    a) the new dice icons at the bottom were born out of necessity to allow for b/w printing
    b) the white text will have black outlines implemented in the card editor suite
    c) The card template will be extremely flexible, including adjusting: surge abilities, whether or not surges are master only, if you hide extra info like the monster traits, attributes, etc
    d) awful pink picture is there as a safety-net.  The card editor will allow the user to input their picture of choice

    The Item Card

    These changes are more quality of life than anything, but it certainly helps.
    a) the item type icon has been moved next to the picture.  This was done to allow more text space and cleaner presentation
    b) Now there's an option to include class restriction at the bottom of the card.  It makes it a lot easier to tell the starting class equipment from shop cards without having to look at the backside.

    Skill and Talent Cards

    Talents (XP Upgrades) that are specific to heroes now have their own fancy background colors.  In addition, I put the Heroic Feat on the talent card (hence the little add-on graphic there).  Also, some cards will have the option of being double sided (flip over mechanics).
    ... which leads to ...

    Hero Cards


    Healthy Heroes have an extra ability.  yay!  That ability gets lots when they're wounded, and their stats take a hit.  Uh oh!
    - If nothing else, facetiously, it provides players an actual reason to flip over their hero card.
    - More importantly, it's in the best interest for the Overlord to spread damage and eventually attack EVERYONE (as those stat decreases can affect the success of a mission).
    I've put out a rough roadmap to convert all retail content, as well (with permission) a great portion of community content.
    The development tools (which is really all I'm waiting on) are going to super straight forward and will allow everyone to pitch in if they want to (as well as making it much easier to kick out content in a timely manner).

    So if you're interested: discord server's here --> https://discord.gg/fw6ssGH
  14. Like
    thinkbomb got a reaction from wyatt606 in Super Descent - coming soon   
    To be clear this is basically a new edition.  That means there will be a great deal of changes inbound for the game (despite trying to keep the spirit of the thing in tact).
    The phrase "too much" is also very subjective.  While some changes were out of necessity, most were made based on trying to alleviate design flaws.  However, there's always that camp which will view inherent design flaws as "part of the charm" of 2nd edition.  It'd be foolish for me to comment on that aspect for you (as in: judging if it actually would be too much or not given the subjective nature of the thing).
    The only I can say is that when this content is made available, the option will be present to download it in segments.  So while the core game will have an unavoidable bulk (to deal with monsters, items, etc), a significant chunk will be broken off into smaller downloads (for example: class decks, plot decks, overlord decks, etc).  So efforts will be made to break down the download/print bulk as much as possible.
     
    Regarding the editor, there's a couple notes...
    * it will allow for more effective play testing, as filling out text forms is far faster than manually adjusting photoshop files.  Obviously that means faster fixes to balance oversight issues (an issue ubiquitous with FFG style multi-component games).
    * There will also be the spreadsheets made available for armchair devs to tinker with.  For example: the process of calculating the peril figure cost is a bit mathematically involved, so a spreadsheet was created to automate most of that.  Documentation and best practices guides will also be made available for all of this.
    * Ideally, it'll be approachable enough to allow interested parties to both convert their D2e content, as well as add original creations without the psd barrier.
  15. Like
    thinkbomb got a reaction from Dadler93 in Super Descent - coming soon   
    Project long time in the works, I'm posting a preview here.  It'll be available to play at some point within the next month or two.

    Super Descent is essentially an unofficial 3rd edition.  The 30 second sales pitch is as follows...
    - A summoning resource called "Peril" will allow the Overlord more strategic flexibility regarding when to unleash a wave of monsters on the heroes.  As well, monsters will have different strengths that cost different amounts of peril (rather than Act 1 / Act 2 distinctions).
    - Heroes have a healthy/wounded status (similar to IA).  Bearing in mind the game has been rebalanced for this, it does remove the oppressive nature of Corpse-Stalking and always targeting the squishy mage/healer first.
    - Heroes will have their own unique XP upgrades called Talents in addition to their chosen class (this is to enable more flexibility in what heroes are good at what classes).
    - Great efforts have been made to retain as much Descent-ness as possible, including maintaining minion/masters, wealth of conditions, separation of heroes/classes, etc, etc, etc
    - A companion guide to update existing campaigns to Super Descent (no maps included, so original copies still required, for obvious reasons)
    - A new AI deck is being developed specifically for this mod (given the other systems are incompatible)
    - There will be a card creation suite to enable faster development.
    - And a host of other changes to accommodate for the major new systems.  For example: the new tools have been used to push each monster into its own role (for example: the sluggers like Ogres, Giants, Ettins, and Trolls all now have more diverse personalities and roles)

    Being said ... here's a couple of card previews ...

    The Monster Card

    The big thing is that EVERYTHING is on 1 side of the card.  This means the Overlord can hold a small hand of monsters and not reveal to the heroes what they'll be up against until he pays the peril and unleashes them.
    A couple points to note ...
    a) the new dice icons at the bottom were born out of necessity to allow for b/w printing
    b) the white text will have black outlines implemented in the card editor suite
    c) The card template will be extremely flexible, including adjusting: surge abilities, whether or not surges are master only, if you hide extra info like the monster traits, attributes, etc
    d) awful pink picture is there as a safety-net.  The card editor will allow the user to input their picture of choice

    The Item Card

    These changes are more quality of life than anything, but it certainly helps.
    a) the item type icon has been moved next to the picture.  This was done to allow more text space and cleaner presentation
    b) Now there's an option to include class restriction at the bottom of the card.  It makes it a lot easier to tell the starting class equipment from shop cards without having to look at the backside.

    Skill and Talent Cards

    Talents (XP Upgrades) that are specific to heroes now have their own fancy background colors.  In addition, I put the Heroic Feat on the talent card (hence the little add-on graphic there).  Also, some cards will have the option of being double sided (flip over mechanics).
    ... which leads to ...

    Hero Cards


    Healthy Heroes have an extra ability.  yay!  That ability gets lots when they're wounded, and their stats take a hit.  Uh oh!
    - If nothing else, facetiously, it provides players an actual reason to flip over their hero card.
    - More importantly, it's in the best interest for the Overlord to spread damage and eventually attack EVERYONE (as those stat decreases can affect the success of a mission).
    I've put out a rough roadmap to convert all retail content, as well (with permission) a great portion of community content.
    The development tools (which is really all I'm waiting on) are going to super straight forward and will allow everyone to pitch in if they want to (as well as making it much easier to kick out content in a timely manner).

    So if you're interested: discord server's here --> https://discord.gg/fw6ssGH
  16. Like
    thinkbomb reacted to neosmagus in Common Mistakes? (seeking advice   
    No, there is no line of sight in this game. Range still counts around corners. 
    Something that might be overlooked, if you are sharing a space with a monster and perform an action other than attack, or try to leave the space (ie, you trigger an evade check)... If you fail the evade the game tells you what happens, remember to click the evade on the monster with the highest bonus. If the game doesn't tell you that you forfeit your action, you still get to perform it. 
    That was annoying in one of our games, we had to get evidence out of the house so we decided to run for it instead of fighting the main villain and failed the evade check. It's penalty was dropping a random item but I didn't forfeit my action. So I had to still leave the room, but the random item dropped was the evidence! I had to go back in and pick it up and failed more evade checks. Should have just fought the guy.
    When trading, you know you're not limited to how many items you can trade or with who or pick up from the ground? If we happen to be standing on the same space, we try to make use of the trade action to shuffle stuff around between us / pick up loot from the ground, for a single action. 
  17. Thanks
    thinkbomb reacted to neosmagus in Common Mistakes? (seeking advice   
    If you try to encounter all tokens / explore all rooms / pickup all items, you will generally lose the scenario, that's intentional. Scenarios have a ticking clock and trick you into wasting time. The idea is to use the clues (and subtle - and sometimes not so subtle - cues to how fast the clock is ticking) to efficiently solve the mystery. 
    As for range, it's its always three spaces, but blocked by walls and doors. If a monster refers to an investigator in range but it is on the other side of a door, then you are not in range.
    You always get a free movement into a newly revealed room. And exploring outdoors will almost always be a free action to reveal tiles, but the downside is it can trigger stuff you're not ready for yet. 
    Tests that ask you to specify how many successes you rolled will generally reward you if you rolled in excess with additional clues. 
  18. Like
    thinkbomb reacted to Miles49 in Suppressed Memories Availability   
    hi, they are pretty difficult to find now as no longer being produced, there maybe an odd one floating around somewhere. as said above Zatu games in the uk are saying "restock expected" and I have paid for a copy but fully expecting a refund at some point. I did manage to purchase a copy of the original game which would be equivalent to "Recurring Nightmares" so currently after  "Suppressed Memories"   to complete collection. Ill be honest if I am unable to get my hands on a copy im not too worried as there is plenty of game content and game variety with 2nd edition core set and available expansions and DLC also check out Valkyrie too which is fan made scenarios. 
  19. Like
    thinkbomb got a reaction from thestag in Rebel upgrade stage question   
    I know that's how the rules are worded... but honestly it isn't as fun.
    If your group wants to play by the rules - play by the rules.
    Here's my brief take as to why I'd recommend ignoring the rules in this instance.
    The shop phase boils down to pure luck (it's a random card draw if that gear you're hoping for appears) The XP purchase phase is pure skill - there's zero luck involved and players are in full control When you have a pure skill set-up followed by a luck roll = the play experience is that the luck roll invalidates the pure skill.  more often than not it just feels like a punishment, rather than a success. When you have the luck roll first followed by the pure skill = the play experience is that you can use the pure skill component to account for and adjust to the luck roll.  You feel smarter for getting the XP upgrades to enhance the gear that was given to you. For characters with split-focus (like Vereena) this can really affect decision making So yeah, our group has a lot more fun having the shop phase first.  It's not per rules, but we enjoy it more.
  20. Like
    thinkbomb reacted to Rikalonius in Imperial Assault Combat Rules Reduction   
    So, first, thank you to Bitterman for his tool set and the small modification he made for me. 
    I have created a document that begins the process of simplifying the Imperial Assault combat resolution mechanic by removing surges, and making range more or less fixed, yet still keep everything mathematically on par with the current game.  As it says in the document, this is two fold.  First, to streamline game play, and second, is to build the basis for my own system.  The document includes everything needed to play the Aftermath scenario.  I've included 4 heroes, their starting weapons, all Imperial units, the Focus condition change, and the no-XP Imperial class card for Military Might.  The game is built on using the dice from Fantasy Flight's Doom, but a player can substitute that by using the blue dice from Imperial Assault as the red dice, and the green dice from Imperial Assault as the Black, and making the single surge equal 3 hits.  Or, you can use the red dice and just temporarily mark one of the 3s as a 1.  I would love some feedback, even you only read the short document here:
    https://drive.google.com/file/d/1CIqMRTnXXbPu1HnRSCDESyj3n4lCl2eu/view?usp=sharing
    May the 4th be with you (for forty more minutes here on the East coast of the United States)
  21. Like
    thinkbomb reacted to BurnyBurns in Painting Descent after ten years of mini painting pause   
    Tom Burrowell:
     
    I have no idea what the dwarf from Drakon is or what Drakon is, @Watercolour Dragon, but Lord of the Rings might've been quite formative for our image of fantasy dwarves. No idea if before LotR dwarves were considered Beer gobbling cave dwellers, but I never got that particular impression from fairytales.
    Anyway, I'm looking forward to the day that I've painted all the 28mm scale heroes from Descent*. As charming as all the sculpts are, 28mm with rather realistic proportions and a lot of often poorly defined details due to the soft-ish plastic and production artifacts isn't very fun. At least there are only two more base game heroes to go now. Will take a bit of a break from Descent minis after those. May still start on the Manor of Ravens in the meantime... And then I'll treat myself to some of the ~32mm scale Heroes and Monsters hero sculpts. They are so much better in terms of details due to the slightly larger scale and cartoony "heroic" proportions, it's not even funny.
     
    * Real talk: That day may never come. If my last count was not mistaken, there are 60 heroes overall in the whole Descent 2nd Ed. mini range and many more monsters on top. 60. Six are finished. I honestly don't know if I can realistically finish the whole set at my painting pace. Ever, that is. Had three days of vacation and spend a not insignificant amount of time of those as well as the preceding weekend's evenings painting the two heroes above and those two doors. Once the base game heroes are done, there'll be significantly less drive to paint additional heroes other than a couple of sculpts, since I'll have a small selection of painted heroes for all classes. I may start only picking up minis I'd like to paint from there on and see how far I'll get. Or I'll have to try to get much, much quicker results at some point. That however would mean moving away from my self-imposed target level of painting characters or bigger minis to a standard, which wouldn't look too much out of place on a box art of the mini, if there was such a thing. Even then however, chances of me actually finishing the Descent set are slim to none. Not factoring in the other mini games that'll arrive eventually, I'd still be looking at a painting project for the next three to four years. Once I'm "in the groove", the painting is quite addicting, but I still need to focus on other things in life. Including playing the game at some point. 😅
    So... Milestone for this month (and the rest of the year): Finishing the base game! Wish me luck. 😛
  22. Haha
    thinkbomb got a reaction from Watercolour Dragon in Painting Descent after ten years of mini painting pause   
    dwarves and ale go together like Elves and trees.  😜
  23. Thanks
    thinkbomb reacted to AwesomeTree_in_the_Dark in Custom Hero - Gaia [Maze of the Drakon]   
    You are absolutely right 😁!
    I don't plan to create hero card for Thief, because he is great as a Tyrus proxy. But I will create card for the Fighter after I finish Gaia 🙂. I intend to make him brother of Grisban the Thirsty and Healer class instead of Warrior, because we are already have too many warriors, too little healers and you can play Apothecary class and call "elixir tokens" "beer tokens" which fits the mini 😄
    To solve problem with personalized Drakon 4th heroes cards, I completly redesigned its graphics which you can see at the end of this post (only czech preview for now):
     
  24. Like
    thinkbomb got a reaction from AwesomeTree_in_the_Dark in Custom Hero - Gaia [Maze of the Drakon]   
    I'm surprised I didn't realize this sooner, but I love the connection between Drakon (a tile laying party game) and how the feats of these characters lay down tiles as well.  😃  Hoping you keep this up for the Thief and Fighter.
  25. Like
    thinkbomb got a reaction from Rtannu in Obsessed   
    my two cents = you can totally run a 1v1 player campaign no sweat.
    managing 4 heroes is about as mentally taxing as managing an entire army + reinforcement timing + quest book management + agenda card management + class upgrade cards.
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