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Thread: Descent: Journeys in the Dark (Second Edition):: General:: Reasons why Descent is geared towards Heroes..

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by schnapes

Have played a few scenarios in campaign mode (2 player, hero controls 3) and seems with more than 2 heroes, it can be nigh on impossible for the OL to win, I just want to post some thoughts and see if anyone has any solutions for the OL to counter-act them...

1. Since the OL only get's a single creature more per group to start with (most cards state this, or switch white to red), this doesn't seem to be fair, as a single hero more in the encounter is better than 1+ creature/or creature upgrade. To balance pure "firepower" I personally think that the 3rd hero should trigger more like 2 extra white..

2 Each hero get's an XP point whilst the OL only gets a single one regardless of how many heroes, meaning the heroes slowly pull away in terms of new abilities, say you had three heroes, it means after 2 scenarios they potentially have six new abilities whilst you have two.

3. The OL draws ONE card and generally spawns ONE monster every turn no matter what, so more heroes is better from an attrition point of view. Yes the OL START with more cards/monsters, but after the initial "hurdle" it get's a hell of a lot easier.

4.The heroes tend to buy skills that are PERMANENT and CONSISTENT, given some horribly overpowered skills they can seriously dominate with only 2 XP worth of cards. The OL however gets a card which has a 1/15 chance of being drawn per draw, and is TEMPORARY (i.e single effect only). For example there is a card for OL that let's your roll a red to heal a monster, the same card is also available for the heroes except it can be activated OVER and OVER whilst only spending a single fatigue token.

I'm not up to ACT 2 yet, but really hoping they the monster upgrades give the OL a bit more bite !!

For some context in this me and my gf are pretty competitive players so both are us are trying to play with the best monster/hero group. The only reason I can "think" regarding the imbalance is that the designers EXPECTED the OL to be the most tactically strong player and that the heroes play more for "fun" than competitive as I do think depending on upgrades/choice the heroes have a lot more swing in terms of power... ha, just take away a healer and it becomes twice as hard instantly !! I do remember playing an earlier game with 3 actual players controlling a hero each and the bickering "no i'm gonna go get treasure, I think this is better plan you can follow or I'll do it on my own" does make the heroes weaker so maybe that's why too...

Thanks in advance !!





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