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The MechE

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Posts posted by The MechE


  1. I think the art isn't great, but I honestly am considering buying the game. BUT it doesn't feel worth it because it doesn't have a competitive experience attached to it. If I want to play co-op adventure games, aren't there better more flexible games for that like, just throwing out the king and queen of adventure here, D&D and Pathfinder?

    Rigid rules work best in competitive experiences.


  2. My group has been having some very bad encounters with the overlord ever since scourge was introduced (I do not think heroes have won a quest since).

     

    Is scourge broken or is it more of a problem with mists and chains that rust?

     

    It seems like the perfect card: 1 xp for a pretty much guaranteed 1 extra monster (but usually more). And it's strong too! Hits like a truck sometimes with that red die


  3. On 10/28/2020 at 5:08 PM, Supertoe said:

    How, among all of the numerous things about this game that you can complain about, is gender your complaint??? There's been female characters in Terrinoth games since forever, also representation (when done well) can be a plus.

    I think the problem is there aren't any male options for the warrior class. Same for females and the wizard class. It's just not balanced. IMO the dwarf artificer should have been male so you have a melee female warrior and a male version with the dwarf artificer. But maybe the dragon is tanky male melee?


  4. 5 hours ago, Watercolour Dragon said:

    Descent Journeys In The Dark 2e 48,238 (correction: now +1 :) ) 1e 31,444

    SW IA 102,903

     

     

    Runewars Miniatures 39,190

    SW Legion 112,251 (if FFG had grown RWM.....)

    SW Armada 431,380

    X Wing 1,430,786    :o

    Where did you get these numbers? Are those board games?


  5. 19 minutes ago, rugal said:

    No, there is not. Didn't you noticed ? There is no monster cards : only the apps knows the characteristics of the monsters ...

    Well, an update could make those stats viewable by the overlord. And the app could support a "mini table" like a lot of card game apps do nowadays where you can see all your different monster stats easily in your "hand" or something (e.g. hearthstone, legends of runeterra, etc.)


  6. On 10/10/2020 at 11:17 PM, Zaltyre said:

    3b is correct, for the reasoning you guessed. Hero tokens aren't heroes UNLESS you're considering them heroes for the purpose of an ability which would heal them. For example, the disciple's "Prayer of Healing" could target a hero token. When a hero is knocked out, he's not on the map (his hero token is). Therefore, any abilities which depend on range from his figure don't apply (again, with the exception of abilities which would heal the hero token).

    So my friend is saying that hero tokens count as heroes in the rulebook. Is he correct or is there a difference?


  7. On 10/4/2020 at 3:40 PM, Charmy said:

    Servants are treated as Minion Monsters in their own monster group. So friendly figures can move through them, but enemy figures (e.g. Heroes) will consider those spaces blocked.

    So servants are treated as figures? We were having trouble finding rules on that.


  8. Which of these cases is correct: case 3a or case 3b?

     

    1. Grisban the thirsty is knocked out and thus fills his character sheet full of fatigue tokens

    2. High mage Quellen activates within 3 spaces of Grisban's hero token (which represents the knocked out hero)

    3a. High mage Quellen recovers two fatigue because he is within 3 spaces of Grisban

    3b. High mage Quellen does not recover two fatigue because Grisban is currently a hero token and Grisban's hero token does not count as a hero for the purposes of high mage Quellen's hero ability.

     

    High mage Quellen's hero power: "At the start of your turn, you may choose another hero within 3 spaces of you. If the chosen hero has at least 1 fatigue token on his Hero sheet, you recover 1 Fatigue. If he has fatigue tokens equal to his Stamina, you recover 2 Fatigue."

     

    Also, I assume this applies to knocked out heroes like Avric, so Avric's hero ability would not work while Avric was knocked out, correct (his is an aura that allows someone to spend a surge to recover one damage)


  9. Okay, what about this scenario:

    1. Grisbane has a face down tainted card and 1 hp

    2. Grisbane takes 12 damage from a goblin archer attack (but only suffers 1 per the discussion above)

    3. Andira soup reaper uses spirit link and spends 4 essence

    4. Grisbane is not knocked out and heals 4

    Outcome 1: Grisbane was defeated so he flips his tainted card face up

    Outcome 2: Grisbane does not flip his tainted card face up, because...?


  10. So my friends and I roll from a cup, and I was having a lot of misses. I mean a lottttt.

     

    1. I rolled around 4 misses in a row (and then got a couple non misses)

    2. I had it happen again (got another couple non-misses)

    3. I started doing test rolls with the blue die and got another 6 misses in a row

    At this point, I was utterly confused so then I started rolling a less bouncy surface and noticed the dice stopped rolling misses. Scientifically, this can be explained through side weights. The lightest side happens to be the X, so if you roll on a bouncy surface from a cup, you'll get misses much more frequently.

     

    Alternatively, if you roll the defense dice on a bouncy surface, you'll get a lot more 3 or 4 shields ;). Kinda stupid I know but so far with my 20 sample size, that how it seems to work, and there is some science behind it. Turns out how you roll the dice may actually really matter.

    Statistically speaking, the odds of rolling four misses in a row should be 0.08%. Rolling six misses in a row should be 0.002%. Will this never happen? No, I'm sure it will happen but the odds of double four misses in a row and a 6 in a row miss during some test rolls is surprisingly. It at least warrants getting that sample size up with more testing.


  11. So what happens in this scenario:

    1. Grisbane has 1 hp remaining

    2. Goblin archer attacks and does 4 dmg after defense dice are rolled

    3. Andira soul reaper class uses spirit link on Grisbane and spends 4 essence

    Outcome 1: Grisbane does not get knocked out and heals to 4 hp

    Outcome 2: Grisbane does not get knocked out and heals to 1 hp (the 4 essence spent on spirit link negates the 4 damage from the goblin archer attack)


  12. On 8/15/2020 at 2:46 PM, brikabrakafirecraker said:

    The competitive market is what drives a new version of Descent. Catan and Ticket to Ride do not have a competitive theme like Descent. Gloomhaven, and other dungeon crawls are pushing new versions of Descent. I do wish instead of a new versions or re-brands they would keep the old sets relevant and playable through conversion kits. I believe Descent 2 ed could stay the way it is and continue to have new campaigns. The base system is strong and should be updated with RPG options and a skirmish mode. They could also create a legacy style campaign, which is where I think the new game version is going.

    I love descent, but the game does have flaws. Sometimes a new edition is exactly what a game needs.


  13. On 5/15/2019 at 8:39 PM, Bucho said:

    It's already been done, twice. This rule set needs a third threat system about as much as it needs another page of damage tokens.

    Oh yeah, the problem lies in that he'd have to rewrite (and do a ton of playtesting) on each encounter that he'd want to port over to a different system.

    Would I? The game already isn't balanced with the current reinforcement system. Any changes I do with my own group wouldn't matter. You can't break what's already broken.

     

    i think I'm going to make it as simple as this:

    1. Each unit costs X reinforcement points

    2. Reinforcement points are generated on a per-turn basis

    3. OL must reinforce each turn if able (unless multiple reinforcement options exist)


  14. 10 hours ago, Bucho said:

    I suppose you can reinvent the wheel if that's what floats your boat.

    I think it would be easier just to use what's already available and tweak it to work for 2nd edition. That's not really what I'd call, "reinventing the wheel." I haven't looked into this old threat system or how much tweaking would be needed to make a reinforcement point system work for descent 2E though. There's a lot of monsters to evaluate strength on, so just to get things started as a first-run experiment, the cost of of spawning a model might just be directly correlated to the size of the monster group. Additional tweaking for models like fire imps might be necessary though.


  15. On 5/6/2019 at 1:27 PM, Lightningclaw said:

    I’ve been squinting at this surge ability and I can’t figure it out.

    S: Curse, Disease, Poison, or Stun

    Is it giving a choice between one of those conditions?

    Or is it giving a choice between two results- inflicting a trio of conditions (Curse+Disease+Poison) or a single condition (Stun)?

    I can’t figure out what that comma after Poison is trying to do.

    If it were one of four, Poison or Disease would be incredibly situational- Stun would almost always be the better choice. But the grammar is unclear to me.

    Stun isn't really that good on monsters since they only get one attack per activation anyway. Stun only takes away a single AP not a full activate, so if they are within range of you, they can still activate and attack.


  16. On 4/7/2019 at 4:54 AM, pan82 said:

    Thanks Rugal for your answer but just to be clear, this is the text of Overpower:

    Ability text: Overpower: Sir Alric Farrow performs a move action. Each time he moves into a space adjacent to a hero, Alric may test Might. If he passes, he may trade spaces with that hero and the hero suffers 1 Fatigue.

    So although Overpower might not be a move action (I mean it is an Overpower action, but this is actually the main point of the discussion) it includes a moves action in its text. So the case is not exactly the same as other actions that says "move X spaces the figure" for e.g. like the hero charge that you mentioned.

    Again, my doubt come from the "when a monster declares a move action" text in the Affliction ability, as my understanding is that in this case the OL does not declares a move action, although the action that it declares includes one...

    Based on the wording, Overpower includes a move action and should be fair game for the hexer's affliction ability. It literally says "move action" in the ability description. From what I can see, no clarification is needed from FFG on this one; however, if they wanted to change overpower to NOT include a move action, they could do that in an errata. That would definitely be an errata change though not a simple clarification.


  17. On 3/27/2019 at 7:17 AM, DerDelphi said:

    Just my 2 cents:

    I think one of the largest problems of the shadow rune is the ability to choose each act 1 and act 2 quest at any point during the respective acts. Since the heroes are at a disadvantage at the beginning of each act but scale a lot faster than the overlord during the course of the act, none of the act 1 and act 2 quests are balanced as either quest #2, #3 and #4 or #6, #7 and #8.

    A big part of rebalancing the shadow rune in my view would encompass to add a tree structure similar to heirs of blood. Once this is done, you can balance the quests a lot better, since you can factor in the possible experience level of the heroes and the overlord.

    But during one-off quests with Descent 2nd edition (as in just playing one quest with your friends and not a whole campaign), you can choose any quest as well (and play with epic play either at basic level, advanced level, or expert level). For this reason, I'm pretty sure the quests are all balanced to be of equal difficulty, so Descent 2nd edition faces the same problem.

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