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Posts posted by Jubez187
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When I play with Lore Keeper I just exhaust All-Knowing. I truly believe if the game was seriously still in development, that's what the card should have said. I mean, the fact they say "unexhaust" instead of "refresh" just shows the disconnect with the other 99% of the game.
I'm currently running a Nerekhall RtL Campaign with Valadir on Avenger/Bard. I chose this combo for a few reasons. Feat + Smite is almost a guaranteed +5/Pierce 2. Bard is the best for hybridization because for 0 XP you can get a heal and 2 ways to recover fatigue. I plan on going all XP in the Avenger tree, but right now I only have Vengeful Smite and Holy Champion. This class is good, but not any more OP than things you could've done before LL. I also have a Knight and Leoric of the Book. My characters don't really take a lot of damage to get Vengeful Smite that stacked. And it still requires you to be in 3 spaces. You also don't get anything on your attacks or your damage taken. So, good and fun, but not that strong.
I'm using Elementalist too. I know that he's much stronger in traditional D2e than RtL, but it's definitely a top tier RtL Mage class with Runemaster. My issue isn't too much with the 4 elemental skills, but I feel the auxiliary skills are too strong. Recovering 2 fatigue every time you exhaust 2 elemental cards, re-rolling misses, refreshing a elemental card..those skills pushed it into the next tier.
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I think the rule is fine, but the problem is that shop decks are so stacked in favor of weapons. I've been able to flip over 7 shop cards and gotten 7 weapons. Even though I'm able to keep 4, I can only keep 1. I don't think you should be able to take more than 1 weapon, but you should be able to "re roll" to some extent.
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On 10/10/2019 at 9:34 PM, Boris_the_Dwarf said:Late to the party here but I have to say abandoning your own IP in favor of producing games with third party licenses is about dumb as it gets. When those licenses are canceled, there goes your customer base. It’s fine to slow down what you’re doing as you pick up more license options, but stopping completely is pure foolishness.
I also want to note that the LoTR game was pure garbage in every sense. It had 0 redeeming qualities besides, maybe, "very non intrusive app." Enemies had no personality, map had no personality. And everything was done with a recycled Runebound 3 side-mechanic which wasn't even that well received. First game my group ever sold. When we lost a mission because we failed a check to eat soup and it gave Aragorn schizophrenia, that's when we knew the game was a flop.
tibia and Boris_the_Dwarf reacted to this -
16 minutes ago, Kaaihn said:Any thoughts on the cast ward, as well as the shimmer and stuff? There were some things like rescuing people and moving obstacles where it specifically says that it takes an action to do, that you have to be adjacent to try. The wards it doesnt say either of those. It looks like you could just tap each one from anywhere. The shimmer, the label to use it if I remember right is search, but it doesnt say its a search action.
I just went through my EoD quest log, and as you said it doesn't say to use an action or be adjacent to either the secret room's entrance, or the wards. The shimmer may say "a hero my search" but it should read "a hero may perform a search action." My suspicion is that it was intended for action and adjacency. Sometimes developers get sloppy with what they think is "obvious."
This is just the quest log though, and not an actual play through. So I can't tell what the text looks like while playing, but I agree it should say "an adjacent hero as an action can dispell this ward."
EDIT: I checked the rulebook and CRRG for Objective Token rules. There are baseline Objective Token rules, but they mostly involved picking up and dropping (not interacting). I'd say for anything involving obj tokens, non-adjacency/action spent needs to be explicitly stated as opposed to making sure that adjacency and action expenditure is stated. In other words, if nothing is specified, default to adjacency and action. Although, it is a massive oversight.
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I did the 2nd mission in the Nerkehall campaign (the one for Kaplan). I was asked to gather tile 70, but I don't have MoB or have it turned on. It never had me use the tile, but did ask me to gather it.
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2 hours ago, ssorgatem said:How about "When the shadow would dragon take damage, instead of that, the damage may/must* be dealt to a body part".
That way you cover not just attacks, but any skills or abilities that would deal damage to it, and it does not interfere in any way with combat or any other rules.
IIRC, some quests already have similar mechanics.I don't find that wording to be all too great. Very vague and inconsistent with the game language. For example "take damage" is usually written as "would suffer (hearts)" or "If an attack deals at least 1 (heart)." You do bring up a good point though, because the damage could be taken from sources outside of attacks so I may use something like this for damage outside of attacks.
56 minutes ago, thinkbomb said:The way I would tackle this kinda hinges on this being a massive figure (3x2).
- Have each "body part" correspond to orientation of the figure and the exact space that is targeted.
- For sanity/bookkeeping, limit it to 3 sections at most: head, body, tail (front 2, middle 2, back 2 spaces)
And here's my warning against doing this ...
- This is going to create a lot of additional book keeping any way you slice it. Now, instead of 1 health bar, you have 3 to manage.
- In a normal play ruleset, I can see this being a lot of additional math with every little enjoyment payout. (i.e. are you selling the experience of attacking a massive dragon, or are you selling the experience of tackling an ISO9000 form?)
- In order to make this worth it, you NEED to have additional gameplay elements to justify the slowdown that results from the additional hassle. Either tie it to the story, or grant the dragon double-edged bonuses for each region that turn into a negative once it's lost.
So yeah - possible for sure. Just be sure there's gameplay fun that you're adding.
Yeah, this would probably be too much. Orientation has never been in D2e (which maybe it should have been) and I'm not going to write it in for 1 quest haha. Also, this is going to be AI-based and that just leaves a lot to the player on how to orient the figure (unless I do a lot more writing in the AI rules).
I think Zaltyre has the right of it. The "does not suffer damage as normal" is a crucial line to use here. Also, there would obviously be effects tied to each body party, but I'm only using base game for this campaign so I don't feel comfortable adding abilities like "stealthy" to the the wings seeing as it does not appear in the base game. The wings would probably give the Dragon a free retreat action at the end of the round, or maybe a 2nd activation altogether. Now I have to decide if breaking the parts is optional, or required to kill the dragon. I also have to design the quest that's before this one, I'm getting a little ahead of myself 😋
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Hello all,
I'm nearing the latter half of my custom mini campaign (fully co-op, no 3rd party elements required), and I'm spitballing ideas for the finale. Generically enough, it has to do with fighting a Dragonlord. To spice it up, I want to add a little "monster hunter" esque mechanics where different parts of the dragon can be targeted. I've been very careful (I'd like to think) when making my quest rules so that they are rooted deeply into the rules/mechanics of the game so that there is little interpretation or ambiguity. So here's what I'm thinking:
You'll be instructed to place 2 different colored objective tokens next to the Shadow Dragon monster card. One color is X part, one color is Y part (details aren't too important right now.) I feel that attacking the parts outright just interacts oddly with the steps of combat, seeing as the parts aren't on the map. It also leads to questions about Blast and if you could hit multiple parts. So I'm thinking somewhere in Step 5, after the damage is calculated and before the damage is suffered, the attacking hero my choose to have the hearts dealt to the "body part." This also means I don't have to give the body parts their own defense pool, and I don't have to worry about blast too much. Does anyone have a better way to do it? Would that cause issue with other game effects? I could of course just write something basic like "when you attack the shadow dragon you may attack a part instead and use the dragon's defense pool." But like I said, I like to be very clear with my quest instructions.
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It seems like Genesys tries to steer you away from battle maps, though (heavy emphasis on Narrative rather than mechanics and battle). I feel like Genesys in the Terrinoth setting with battle maps is just.....Descent 2e more or less (and better story telling probably LOL).
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Picked this game up on clearance off Miniature Market. So fun, love all the mechanics. I immediately went and bought the app version too so I could play when my brother isn't around. It's helped my friends get into Terrinoth too (along with Descent). Now when I bust out a "Flesh Ripper" in the Genesys Terrinoth RPG, they will understand better than massacre they could bring

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I play solo, or with my buddy. Just started Nerekhall on Hard last night, such a good campaign. Using:
Reynhart as Knight
Valadir as Avenger/Bard
Leoric as Elementalist
Avric as Disciple
Had a BIG slip up that I didn't remember from our normal run last year, but won it by a hair. First shop was 2 Leather Armors and Iron Shield so my party is super tanky with 2 healers
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On 9/12/2019 at 6:54 PM, Maverick87 said:Given the main competitor to Descent and Imperial assault is Gloomhaven which happens to be the #1 rated game of all time. I would say that the new project is probably heavily inspired by Gloomhaven with FFG introducing variants and twists so their version is unique and appeals to the customers. Can you imagine Gloomhaven with the production quality of FFG? I would buy 3rd edition twice if that is what it was.
Not to start GH vs D2e argument, but I'm 100% okay with GH being what it is and Descent being what it is. The "kill em all" aspect of GH works because the card-play is so in-depth, but I enjoy D2e's "don't kill em all! run around and turn statues the right way so you can open a door!" style of gameplay. Although GH edges out in actual combat, D2e wins out in the grand scope of fantasy adventure IMHO.
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Are RW minis snap-in or need to be glued?
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On 6/17/2019 at 3:33 PM, pxl said:For those people who have finished this campaign, is it worth it if you don’t already own both needed expansions? I’m interested, as I enjoyed kindred fire, but it’s quite a commitment to get both expansions for just 6 quests in a game that doesn’t seem to be getting any love from FFG. As much as I’d like to play more Descent, I'm pretty much stuck to solo
I mean, it always depends on your time/financial situation. I already had LotW because I wanted Champion and Reynhart and Quellin, but I think that's a super great small expansion. I use the classes and heroes all the time. I also did RAOV for the mini campaign. LoR was like 40 bucks, and still came with some cool stuff like Treasure Hunter, Apothecary and Logan Lashley. Also, these expansions beef up your shop list which is awesome as LoR has some pretty strong gear. Curse condition kinda sucks, but burning is a staple of my RtL experience haha. LotW is also needed for the physical co-op campaign "Dark Elements." Lastly, your "Delves" (if you purchased it) will get a lot of stages and variety too from those 2 expansions.
The EoD campaign is good, and a little tougher than the others at time. It's not as strong as Nerekhall in the story department, but much better than Kindred Fire (which does nothing to expand the world of Terrinoth). Also, if you paint..well it's more minis to paint :).
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Actually saw the book on sale at an FLGS over the weekend. Picked it up. Worth it just for the 100 pages of story and lore honestly, haha. I've never run an RPG before, but I'm excited to get the Genesys book and diving in.
Watercolour Dragon reacted to this -
Charmy, I like what I see. Few tidbits:
No exhaustion on exploding rune? Would have bet any amount of money I'd see that.
Wayfarer vs Cacophony is a blowout no? Maybe the effect could target other characters to move one space?
I wouldn't leave Steel Greatsword and Ironbound Glaive the same price.
I can see with the updated curse why you would strip Obsidian Scale Mail of its regen effects. It's really weird that curse didn't act like that already. Hard to tell if this balances out.
Rune Plate, yes. Yes.
You don't wanna bump shields up a bit?
Bone and Winged Blade. I get it, they're strong. But there's just not many viable act II one handed weapons 😕
Geomancer looks playable now!
For The Cause still looks like a 2xp skill trapped in a 3xp skill. I might even motion to swap For The Cause with Stoic Resolve. Or maybe give FTC a passive Grey.
Overall, it looks like we are very much of the same mind about some things. However, I believe you have much more OL style play experience than me, whereas I'm a solo player. So perspective may be different on some things.
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That's probably the best we were gonna get. I wish he answered if the app was gonna get more content, because I think physical content was a pipe dream. For the new game, I'm expecting a Journeys in Terrinoth game. Possibly a game like Descent (fully co-op) with a bigger over-arching map and much bigger character progression. Probably the ability to continue characters through multiple campaigns. The whole "most ambitious" thing is making me think big (obviously). So in my mind, i'm just taking Runebound and Descent and smashing it together.
As serious as he was when asked if there was gonna be new Descent physical content, he was just as stalwart in defending that Terrinoth is in no way over with. I think this was all good news for people who had realistic expectations.
Watercolour Dragon and Schmiegel reacted to this -
I want to echo everyone else who has asked for more Terrinoth games. I love and have many expansion for Runebound 3, Descent 2, and Heroes of Terrinoth. I may be in the minority, but when I play board games I want to play board game IP's, not video game or movie IP's. I love the art and the recurring heroes in Terrinoth games, and also some of the repeated themes (acts, feats, surges, perils).
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I know it's a lost cause, but just coming in here to join the chorus of people who are having the editing/autosave issue. It's really killed my will to continue making my campaign because fine-tuning things becomes a tiring time investment of flipping through 3-4 different tabs on my browser while copy-pasting/reformatting text block after text block.
I'm starting to get a sour taste in my mouth for FFG. The product abandonment is getting ridiculous. The vault was supposed to be in beta for a few weeks, and it's been like 5 years and it's still in beta. Now, I realize that probably more people used it to make quests than they did to actually PLAY other people's quests (seeing as most of the top rated quests were just ones that were made right after the vault was launched), but now that community content is what is pushing this game along..it would be great to have a working vault.
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I'm having this issue too. When I go to edit my quest, it reverts to some super early auto save I have. Essentially, I need to remake 60% of my quest just to fix 1 typo. 😡
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I don't know where you pulled your info from, but I'll assume it's accurate. I will say that I think I've seen a shield maybe 2x in an RtL shop (Ironbound more often than not). I think they just have a low % chance of showing up cause frankly, they kinda abandoned shields after the base set. No class after Base has started with a shield, and only 2 skills after the base set mention them (the warrior/mage hybrids). Basically, 2H weapons kinda took the center stage as default weapons and the game was more balanced around their damage output. Look at Steel Greatsword and Ironbound Glaive. The Glaive is CHEAPER and is better in almost every single facet. It's just how the game ended up playing out I guess.
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I can't see any reason why everyone being in combat at the same time would impede on you using this skill. It is not restricted to being a once per combat skill, and all the hero's are in a party. It is an exceptionally strong skill and really makes me think that the Party Skills should not have been part of the skill deck, because your success greatly teeters on if you get Coordinated Attack or not.
I would say that your tokens return to you after the combat round. Each time you complete a round, everyone's tokens reset. Mind you, a "combat round" against Margath is NOT once every 3 people go (this is referred to as "set of combat rounds."). Just like in a normal 1v1 fight, you use Coordinated Attack, get the token, then the round ends and you give it back. So you would do the same after you reach the end of the AI track for your round with Margath.
Now, the better question, which this thread just made me realize...if you are playing a 3 or 4 player game, can you use Coordinated attack multiple times in 1 round, as long as the tokens are from different Heroes? Is the "once per combat round as a combat action" restricting the SKILL, or the HEROES? Personally, I don't think you'd be able to use it 2 or 3x to get a token from each party member. That just seems WAYYY too strong.

Reset or keep going?
in Road to Legend
Posted
Completely start over. You already end any campaign overpowered enough, there'd be no point in starting a new act 1 with 2k gold and 7-9 XP.