by TheisMagle
I am 1. edition player. I only have little experience with 2. edition. It is to soon for me to say if its as great as most people are saying. What I think is one of the bigest difrent from 1. ed. to 2. ed. is the action REST. Some will say, that I do not understand anything, but I belive, that when people are geting experience with this game the bigest change is rest action. That will be a bigger change over knock out, LOS, classes, powerdice and others changes.Why:
1. edition you moved around with your speed saving fatigue. You only used your fatigue, when you made a skill, need that crusel extra move, or that last one damage. You saved your fatigue using little as posible (untill you have a lot of vitality potions) or use it all to clear a new revealed area. If you have use 1 or 2 fatigue you would not use the time to rest or drink a vitality potion. You played until you fatigue was 1 or 0 then you get it to full.
2. edition (when we have learn the game
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When you whant to move and attack. You make a rest action and move your fatigue then attack (sometimes it is not the case with Ashrian)
The "move with fatigue and rest way" of moving have many advange over a normal move action.
1. The obvious is when a hero have more fatigue than speed. That is 3 out of 8 heroes. But even the one hero Ashrian that have speed higher than fatigue will many times choise the "move with fatigue and rest way"
2. OL have a trap card, that end a heroes move action. If you use "move with fatigue and rest way" your are Immune to that card. There are at least 2 of these card in the OL 15 card deck.
3. you whant to use a skill that cost fatigue and it is ok to move only 2 hexes.
"move with fatigue and rest way" is good, but the hero have to be at full fatigue at the start of every turn (but that is what "move with fatigue and rest way" do - give you full fatigue for your next turn).
1. ed. you wast using every fatigue in the begining to get a big advange and kill as much in the new reveal area. Then going around on zero fatigue until you have the peace to get your fatigue back.
2. ed. you could do the same and of course many times it will happen, that you want to make those 2 attack, so you can not rest in the same turn. But the advantage of "move with fatigue and rest way" is so powerfull, that you will try to avoid getting your fatigue down if you don't rest the same round. Saving fatigue when you don't rest till right moment to make the game winning punch.
Maybe I am very wrong. This is not writen by experience, but only a my thinking of the game. Only gametesting can tell (and of course smarter people than me
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Do you think I have a point?
Do you also think it is a little strange the rest with out a change for OL to interupt or is it good for the game?
I think the rest without a interrupted opportunity for the OL is made be cause of game speed and because fatigue is need for the skilles, and with out vitality potion except for a very few in the tresure card, heroes need a save way of restoring there fatigue.
In my game group we used a lot of time to discuss when it was the right time for resting. But the main time consumer in that discussion was "is it safe from spawn". 2. edition don't have that "problem", so I don't think it would slow the game that much. But it would make heroes use a lot more "move with fatigue and rest way". Don't have the experience to say, if it would be to easy for the OL to keep heroes away from fatigue and by that a lot of there skilles.
What do you think. Could rest work like it did in 1. ed. (rest you get full fatigue in your next round if you don't get damage from your going in rest till you next turn)?