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dementia13

RTL: Can comets decrease health/fatigue in the Overlord's keep?

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It seems that if I stack all of my comets within range of the Overlord's keep, I can reduce the hero's stats by a very unfair amount. Having most of your heroes at 0 fatigue when entering the keep, let alone with the other restrictions, is hardly fair.

Any thoughts?

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I had assumed that reducing the max fatigue and health of the heroes entering the Keep was the point, and planned to play it that way.

 

And how are you playing the "entering the Keep" part? My group is having a discussion about whether walking to and entering the Keep still allows for Preparations for the Final Battle (or not).

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"It seems that if I stack all of my comets within range of the Overlord's keep, I can reduce the hero's stats by a very unfair amount. Having most of your heroes at 0 fatigue when entering the keep, let alone with the other restrictions, is hardly fair."

Comets placed prior to the Hero's party entry into a dungeon (and within three trails of their location) effect a permanent reduction both the Health/Fatigue of the Hero party.

"And how are you playing the "entering the Keep" part? My group is having a discussion about whether walking to and entering the Keep still allows for Preparations for the Final Battle (or not)."

Our Hero party and OL are also embroiled in this discussion. Here are my thoughts:

The "Final Battle" begins

Quote: "Once the Overlord and the heroes pass a combined total of 600 conquest tokens,.... and .....the heroes can't enter the Overlord's Keep -- or even move to that location.....-- before the Final Battle begins."

The Ascension plot card "the Harbinger Approaches" allows that

Quote: The heroes may enter your Keep while this card is in play.


My reading of the Ascension plot card is that it supercedes the requirement for "a combined total of 600 conquest tokens" because the heroes cannot enter the Keep nor even the map location prior to the beginning of the Final Battle. "When the "Final Battle" is determined to have begun ...." then you follow the process outlined on page 20 of the Descent: The Road to Legend rulebook.

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dementia13 said:

It seems that if I stack all of my comets within range of the Overlord's keep, I can reduce the hero's stats by a very unfair amount. Having most of your heroes at 0 fatigue when entering the keep, let alone with the other restrictions, is hardly fair.

Any thoughts?

The OL is trying to win, not be fair. He has effectively completed his plot, and therefore should win. Its the heroes job to stop this and they have failed.

Note that the heroes seem to win most (though not all) final battles. 

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Thanks for the comments all. 
 

However, I do think the comet rule is pretty lame - is it within the "rules"? Sure. But, in my opinion, the rules are quite broken and unbalanced and in severe need of doctoring.

 

I'm the OL in our game and I'm thinking I'm not going to use the comet rule for the final keep - what's the point? I can reduce EVERYONE's fatigue to zero right away - making the game a forgone conclusion. As for "they should have stopped the OL sooner", I don't buy that as I don't see what they could have done when I've got four lieutenants running around seiging cities.

Thanks for the thoughts, though.

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dementia13 said:

Thanks for the comments all. 
 

However, I do think the comet rule is pretty lame - is it within the "rules"? Sure. But, in my opinion, the rules are quite broken and unbalanced and in severe need of doctoring.

 

I'm the OL in our game and I'm thinking I'm not going to use the comet rule for the final keep - what's the point? I can reduce EVERYONE's fatigue to zero right away - making the game a forgone conclusion. As for "they should have stopped the OL sooner", I don't buy that as I don't see what they could have done when I've got four lieutenants running around seiging cities.

Thanks for the thoughts, though.

Its called hunt down the Lts and kill them.  We did that in our campaign and made it near impossible for him to complete the plot.  And if they don't have any fatigue they can still put the hurt on the OL, it will just be harder.

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I am of the mindset that this plot is horribly flawed.  Our OL used his points from the first dungeon to get every Lt available.  We chased the first one off but after that the four stayed together for the rest of the game. Not to mention all of the time spent running around Terrinoth means no time for dungeons or training.  Saying "just chase them down" is kind of ridiculous actually.  That's all we did for the entire campaign.  We ran one off, and another started a siege across the map.  Now we are supposed to take our copper weapons against a diamond level demon?  I really don't see how the heroes can win this one.

 

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Its definitely not an easy plot.

However, getting the Market item that let's you travel 2 trails a week helps.  Also, why wouldn't you be able to do dungeons?  He's not going to be able to move Lts while you are in there, and if you are only moving a trail a week, its not going to cost you extra time.  its actually easier when the Lts are all bunched together.  Granted they destroy cities faster, but it makes it easier to find all of them.

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Hi,

 

in addition to what Big Remy said, you can also use dungeons to teleport back to Tamalir after having hunted down a lieutenant. With the Staff of the Wild, IMHO an item the party should by ASAP, you can for example go to Dawnsmoor attacking the Lt who is there, then go to the Bitter Downs, explore the dungeon (getting money and treasures), end the turn in Tamalir when leaving the dungeon, then move to Nerekhall and attack the second Lt - and so on, you get the idea. The Staff of the Wild, and the ability to teleport back to Tamalir after doing a dungeon, makes it not too hard to hunt down Lts and doing dungeons at the same time.

 

-Kylearan

 

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SORRY!!! OFF-TOPIC....

but as there are no PMs available here i have one major quaestion to you KYLEARAN:

I had a short look on your game-summary on the link in your signature...

In every dungeon level you have two power card in the beginning (Brillant Commander and Hordes of Things I think). So my question is: WHY? All I know was that you start every dungeon with no OL-Cards... So am I wrong or overread something? (That happend to me 2 or 3 times already... :) )

So please let me know...

Cheers and again: SORRY for off-topic!

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MaHaPaTe said:

SORRY!!! OFF-TOPIC....

but as there are no PMs available here i have one major quaestion to you KYLEARAN:

I had a short look on your game-summary on the link in your signature...

In every dungeon level you have two power card in the beginning (Brillant Commander and Hordes of Things I think). So my question is: WHY? All I know was that you start every dungeon with no OL-Cards... So am I wrong or overread something? (That happend to me 2 or 3 times already... :) )

So please let me know...

Cheers and again: SORRY for off-topic!

IIRC he has 5 heros so the free power cards are part of the houserules for balancing? Its probably written somewhere on his site, though I think I read it on a report here first.

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Hi,

MaHaPaTe said:

but as there are no PMs available here i have one major quaestion to you KYLEARAN:

I had a short look on your game-summary on the link in your signature...

In every dungeon level you have two power card in the beginning (Brillant Commander and Hordes of Things I think). So my question is: WHY?

Corbon is right, this is part of our variant rules for playing with five heroes. There was a thread in the old forum about this with lots of good ideas, and someone (sorry I cannot remember who) had proposed to put Hordes of Things and Brilliant Commander in play for free, to increase the number and quality of monsters to try to balance the combat actions of the fifth hero. So far it seems to work well.

 

All our five heroes variant rules, along with the rationale behind them, can be found on the introduction page in the "Six Player Rules" section here: www.compoundeye.net/descent/

Comments welcome of course, although probably not in this thread. happy.gif

 

-Kylearan

 

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