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Descent: Journeys in the Dark Second Edition
Stand together against an ancient evil
Moderator: FFGAnton Topics: 751 | Posts: 5996
Terrinoth's Bravest (new preview)...
Published on 19 April 2012 - 19:01:03

http://www.fantasyflightgames.com/edge_news.asp?eidn=3222

Interesting Scout info...

&ampampquotDo not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup..."

Page 1 of 3 (32 messages) 1 2 3 ...Last page »
Reply #1 | Published on 19 April 2012 - 18:51:54

 Say farewell to guard, aim and dodge orders. It's been a good time we had with you, beloved orders, now we've grown up and try to get along without your help... ;-)

Godot was here. He sends his best regards.

Reply #2 | Published on 19 April 2012 - 19:19:25

 So far I'm liking the changes. I can't wait to see how it plays. 

Without Signature

Reply #3 | Published on 19 April 2012 - 19:29:39
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 So now we know who the eight hero is.  I'm still curious about the combat. 1st ED had the dice on the card sheets.  A guess but maybe standard combat dice for each archetype (maybe even class type) that is further modified by equipment.  Fun stuff, looking forward to more.

Without Signature

Reply #4 | Published on 19 April 2012 - 19:30:24

Me too

Life's journey is not to arrive at the grave safely in a well preserved body, but rather skid in sideways, totally worn out, shouting "Holy shit...what a ride!"

Reply #5 | Published on 19 April 2012 - 19:37:05

Unclechawie said:

 So now we know who the eight hero is.  I'm still curious about the combat. 1st ED had the dice on the card sheets.  A guess but maybe standard combat dice for each archetype (maybe even class type) that is further modified by equipment.  Fun stuff, looking forward to more.

What do you mean?  1E had the attack dice on the weapon card - only power dice were on the hero card.  And it seems power dice are only available by spending fatigue now.

Want to use more expansion monsters in a RtL campaign?  Download my dungeon level loadout sheet.  Want more varied and interesting abilities for the heroes?  Have a look at my Craft cards!  After a more thematic Android experience?  Check out Android: The Directors Cut.  Tired of the same old plots?  Try The Directors Cut - Alternate Plots.  Want a different way to play BSG: Pegasus?  Look at Pegasus: Razor Cut.

Reply #6 | Published on 19 April 2012 - 19:38:37

Graf said:

 Say farewell to guard, aim and dodge orders. It's been a good time we had with you, beloved orders, now we've grown up and try to get along without your help... ;-)

These abilities are probably now represented on skill cards, which I quite like, as it further differentiates each class.

Want to use more expansion monsters in a RtL campaign?  Download my dungeon level loadout sheet.  Want more varied and interesting abilities for the heroes?  Have a look at my Craft cards!  After a more thematic Android experience?  Check out Android: The Directors Cut.  Tired of the same old plots?  Try The Directors Cut - Alternate Plots.  Want a different way to play BSG: Pegasus?  Look at Pegasus: Razor Cut.

Reply #7 | Published on 19 April 2012 - 20:28:24
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Bleached Lizard said:

Unclechawie said:

 

 So now we know who the eight hero is.  I'm still curious about the combat. 1st ED had the dice on the card sheets.  A guess but maybe standard combat dice for each archetype (maybe even class type) that is further modified by equipment.  Fun stuff, looking forward to more.

 

 

What do you mean?  1E had the attack dice on the weapon card - only power dice were on the hero card.  And it seems power dice are only available by spending fatigue now.

That's just the thing though, power dice varied from character to character in 1st ED.  If rolls are weapon specific and we can still buy dice with fatigue, a warrior can essentially due the same base damage as a scout with the same weapon and spending the same fatigue.  Realistically a warrior would be able to do much more damage due to strength that isn't represented.  

I took A peak at the weapons cards in the preview and the healer and Mage weapons both used the same attack dice.  1 blue, 1 yellow.  The fighter used 1 blue , 1 red.  Without some way to represent a differentiation in skill level with a specific weapon or weapon type, what's really the difference when it comes to attacki.  It becomes all about the weapon, and less about the hero wielding the weapon.  Thus I'm curious as to how combat will work.

Without Signature

Reply #8 | Published on 19 April 2012 - 21:12:48
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 And another question that comes to mind, the heroic feat says it can be used once per game.  Does that mean per quest if playing the campaign?

Without Signature

Reply #9 | Published on 20 April 2012 - 01:18:47

 Well, the heroic feat is not so godly powerfull, so i guess it will be once per setted dungeon :)

NO PAIN, NO GAIN! ~you roll 5, you deal 16 dmg and gain 12 XP~

Reply #10 | Published on 20 April 2012 - 01:59:17

"Revive an adjacent hero who has been knocked out."

No more dying!!! My prayers to the gaming gods have been answered. Thank you FFG!

Without Signature

Reply #11 | Published on 20 April 2012 - 02:51:14
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I was a bit surprised that they want to simplify the game but added even more numbers to those hero sheets. I found skill checks to be a lot of fun and easy to understand in Arkham Horror, though, so they'll make a nice addition to Descent, too.

 

I really like the simplification of hero turns. I mean, Run and Battle were really just two actions chained together in the strictest sense. I was a bit concerned at first because now a hero won't have to decide what they want to do at the start of the turn. For example, a hero may have a chance to instantly kill a monster, but isn't 100% sure of it, so they choose battle to make sure but then can't move anymore. With the new hero turn system (I'm assuming) they will be able to do sort of a "check swing" and then decide if they move or attack again. It seemed like it gave the heroes too many options. Then I saw someone mention that the fourth hero action (Sorry I can't come up with it right now, I only know the German terms right now >_>), as in aim, rest etc. could be out of the game or at least in the game as limited class-based abilities, thus limiting the heroes' options in the overlord's turn, which I really like.

 

Also, the new hero turn card is brilliant. The X and O were useful for keeping track of who'd already completed their turn, but this will make play just a tad faster since no one will ever have to consult the rulebook for these things again. I hope they will also be printing all special rules that a card makes use of on that card (e.g. if you get a weapon that has Bleed as an ability, the card should list the special rule for the bleed effect), I found it slowed down gameplay immensely (and bored the hero players a ton) if you had to look up the rulebook every time you didn't know for sure what that rule did.

 

I still don't like the defense dice, but considering how much smoother the game seems to flow, I'll be able to tolerate that.

Without Signature
Reply #12 | Published on 20 April 2012 - 04:42:33

Unclechawie said:

Bleached Lizard said:

 

Unclechawie said:

 

 So now we know who the eight hero is.  I'm still curious about the combat. 1st ED had the dice on the card sheets.  A guess but maybe standard combat dice for each archetype (maybe even class type) that is further modified by equipment.  Fun stuff, looking forward to more.

 

 

What do you mean?  1E had the attack dice on the weapon card - only power dice were on the hero card.  And it seems power dice are only available by spending fatigue now.

 

 

That's just the thing though, power dice varied from character to character in 1st ED.  If rolls are weapon specific and we can still buy dice with fatigue, a warrior can essentially due the same base damage as a scout with the same weapon and spending the same fatigue.  Realistically a warrior would be able to do much more damage due to strength that isn't represented.  

I took A peak at the weapons cards in the preview and the healer and Mage weapons both used the same attack dice.  1 blue, 1 yellow.  The fighter used 1 blue , 1 red.  Without some way to represent a differentiation in skill level with a specific weapon or weapon type, what's really the difference when it comes to attacki.  It becomes all about the weapon, and less about the hero wielding the weapon.  Thus I'm curious as to how combat will work.

Again, probably skills.  We've already seen one ability that only works on Magic weapons.  Presumably there will be others in each of the class decks.

Want to use more expansion monsters in a RtL campaign?  Download my dungeon level loadout sheet.  Want more varied and interesting abilities for the heroes?  Have a look at my Craft cards!  After a more thematic Android experience?  Check out Android: The Directors Cut.  Tired of the same old plots?  Try The Directors Cut - Alternate Plots.  Want a different way to play BSG: Pegasus?  Look at Pegasus: Razor Cut.

Reply #13 | Published on 20 April 2012 - 06:02:43
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What if the abilities factor in here. Maybe might adds to melee weapons, awareness adds to bows, etc., knowledge adds to runes, etc., and willpower adds to staffs or some such (whatever weapon healers would normally use). This way, there'd be an iconic attribute for each archetype. Might for warriors, awareness for scouts, knowledge for mages, and willpower for healers.

 
Reply #14 | Published on 20 April 2012 - 06:27:20

Mordjinn said:


"Revive an adjacent hero who has been knocked out."

No more dying!!! My prayers to the gaming gods have been answered. Thank you FFG!

I wonder if this will be a straight copy (near as anyway) of Gears of War?

It does beg the question though, how does the Overlord score conquest or whatever they may have instead?

chas said:

Also, the new hero turn card is brilliant. The X and O were useful for keeping track of who'd already completed their turn, but this will make play just a tad faster since no one will ever have to consult the rulebook for these things again. I hope they will also be printing all special rules that a card makes use of on that card (e.g. if you get a weapon that has Bleed as an ability, the card should list the special rule for the bleed effect), I found it slowed down gameplay immensely (and bored the hero players a ton) if you had to look up the rulebook every time you didn't know for sure what that rule did.

I still don't like the defense dice, but considering how much smoother the game seems to flow, I'll be able to tolerate that.

Completely agree.  Not to mention the number of counters to represent those effects,  I STILL get stun and daze counters mixed up...

Writing the effect on the cards makes much more sense to me.

As for defense dice though - I'm a little perplexed.  Why doesn't the attacked roll those?  Seems to needlessly lengthen combat to have attack roll then defence roll, when an attack roll could easily contain the defensive dice too...

NEO-ANARCHIST AND BEST BANG SINCE THE BIG ONE!

Reply #15 | Published on 20 April 2012 - 07:55:02

Sausageman said:

 

Mordjinn said:


"Revive an adjacent hero who has been knocked out."

 

No more dying!!! My prayers to the gaming gods have been answered. Thank you FFG!

 

I wonder if this will be a straight copy (near as anyway) of Gears of War?

It does beg the question though, how does the Overlord score conquest or whatever they may have instead?

chas said:

Also, the new hero turn card is brilliant. The X and O were useful for keeping track of who'd already completed their turn, but this will make play just a tad faster since no one will ever have to consult the rulebook for these things again. I hope they will also be printing all special rules that a card makes use of on that card (e.g. if you get a weapon that has Bleed as an ability, the card should list the special rule for the bleed effect), I found it slowed down gameplay immensely (and bored the hero players a ton) if you had to look up the rulebook every time you didn't know for sure what that rule did.

 

I still don't like the defense dice, but considering how much smoother the game seems to flow, I'll be able to tolerate that.

 

Completely agree.  Not to mention the number of counters to represent those effects,  I STILL get stun and daze counters mixed up...

Writing the effect on the cards makes much more sense to me.

As for defense dice though - I'm a little perplexed.  Why doesn't the attacked roll those?  Seems to needlessly lengthen combat to have attack roll then defence roll, when an attack roll could easily contain the defensive dice too...

 

 

There's no reason the attacker can't roll the defence dice as well, but it probably has more to do with the "feel" of things - it just "feels right" for the defender to roll the defence dice.  Plus, you'll get some defending players complaining that the attacker didn't roll properly or with enough luck or some other such rubbish.

 

EDIT: Actually, it may be so that the defender has a chance to play defence abilities.

Want to use more expansion monsters in a RtL campaign?  Download my dungeon level loadout sheet.  Want more varied and interesting abilities for the heroes?  Have a look at my Craft cards!  After a more thematic Android experience?  Check out Android: The Directors Cut.  Tired of the same old plots?  Try The Directors Cut - Alternate Plots.  Want a different way to play BSG: Pegasus?  Look at Pegasus: Razor Cut.

Page 1 of 3 (32 messages) 1 2 3 ...Last page »

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