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Blue-Sunrise

House Rules !!!

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I would like to know if you guys out there use some house rules for Descent 2? Maybe you added some elements to make the game become more harder, or there are some rules u do not like and changed them.

Regards Hendrik

 

Our House Rules! (so far)

1st:

We don´t like the rules for line of sigth, so we changed it to tracing the "shortest" pathway from one corner to another. Hasn´t affected game play as far.

The "thing" we consider:

To make Lieutenant a little bit stronger, some of our players suggested to make them count as Heroes instead of an monster with almost all benifits. Make them become real officers. ^^

The Search order should be removed for the Lieutenant!

Stand up order for Lieutenant: He gains two Red Dice insted of one and the Overlord could use his cards to make him move or attack (once for the double attack)

Maybe some specific monsters should gain the ability to Help him up (Humanoid like Creatures as Gobbos) ?!

To deal the finishing blow the Hero who downed the Lieutenant has to make an an Attribute test vs the officers main attribute (e.g. Lieutenants highest attribute is Strength. the hero has to make an test on Strength test.)If it i sucessful the Lieutenant is defeated and removed from the game as normal, otherwise he is Downed.

We tested this only once, but will keep on play testing.

 

 

 

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Blue-Sunrise said:

We don´t like the rules for line of sigth, so we changed it to tracing the "shortest" pathway from one corner to another. Hasn´t affected game play as far.

As long as you apply line of sight rules consistently for all figures, it shouldn't matter what the details are, in terms of game balance.

Blue-Sunrise said:

To make Lieutenant a little bit stronger, some of our players suggested to make them count as Heroes instead of an monster with almost all benifits. Make them become real officers. ^^

The Search order should be removed for the Lieutenant!

Stand up order for Lieutenant: He gains two Red Dice insted of one and the Overlord could use his cards to make him move or attack (once for the double attack)

Maybe some specific monsters should gain the ability to Help him up (Humanoid like Creatures as Gobbos) ?!

To deal the finishing blow the Hero who downed the Lieutenant has to make an an Attribute test vs the officers main attribute (e.g. Lieutenants highest attribute is Strength. the hero has to make an test on Strength test.)If it i sucessful the Lieutenant is defeated and removed from the game as normal, otherwise he is Downed.

Sounds like this rule only serves to make LTs get KO'd, which doesn't necessarily make them stronger.  How an LT is respawned varies based on the quest.  Sometimes the rules say to KO and revive him like a hero, other times they say to reinforce him (with full health.)  Sometimes he can't be revived because killing him is the goal for the heroes.

Also, you may want to be careful about the wording of this house rule.  Per rules as written, heroes can only attack monsters, and vice versa.  If the LT "counts as a hero" that means he won't be able to attack the heroes anymore (except by way of AoE attacks targeted to nearby monsters.)  This is obviously not beneficial for the OL.

Blue-Sunrise said:

I would like to know if you guys out there use some house rules for Descent 2? Maybe you added some elements to make the game become more harder, or there are some rules u do not like and changed them.

I haven't actually implemented any house rules as yet, although there are a few I'm considering using in the future:

1) When attacking, the figure in the target space does not block LoS to any corner of the target space. - Because FFG's ruling on the subject is stupid, IMHO. =P

2) Any game effect that triggers on a "move action" can also be triggered by any other action that grants MP to the triggering figure.  Likewise, any effect that prohibits a figure from taking a "move action" also prohibits other actions that grant MP.  (Note that spending fatigue for MPs is not an action, so that's still koshure.) - I need to review the rules/cards more closely for potential problems with this one.

3) An attack that is qualified as a "miss" (for any reason) is treated the same as a "miss" caused by rolling an X.  ie: all dice results are ignored.  With the caveat that surges may still be spent to increase range, if the attack is only missing because of range. (Someone on BGG, I think, suggested swapping the "Check Range" and "Spend Surges" steps of the attack sequence.  That may be a more elegant way of acheiving the same basic purpose I'm angling for here.)

That's all I can think of off the top of my head.

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Blue-Sunrise said:

Stand up order for Lieutenant: He gains two Red Dice insted of one and the Overlord could use his cards to make him move or attack (once for the double attack)

 

The heroes already gain 2 red dice of hp / fatigue when they stand up.  

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Badend said:

Blue-Sunrise said:

 

Stand up order for Lieutenant: He gains two Red Dice insted of one and the Overlord could use his cards to make him move or attack (once for the double attack)

 

 

 

The heroes already gain 2 red dice of hp / fatigue when they stand up.  

He's proposing this for Lts as well as heroes.

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