Hi everybody,
We just finished the third session of our RTL campaign, and maybe I'm just a little frustrated because the hero party got such a ridiculously bad beating, but I still think there's (objectively) some things broken with the rules that I wanted to ask about just to see if we were doing something wrong.
The main problem is about the skeleton archers.
While I would have found above line hilarious in Vanilla Descent, the thing is that the Overlord upgraded eldritch monsters to silver level this session and now the skeletons are so incredibly imbalanced that it makes little baby Jesus cry.
We actually killed a Lieutenant (Sir Alric Farrow) that session without taking a single loss, but we can't do the same with a standard group of skeleton archers anymore, which is quite insane.
First off, why are they so incredibly
fast
? They are
skeletons
, for crying out loud, yet they move 6 spaces? Are they on rollerblades?
Then they have an auto-range of 2 (3 for masters) and a minimum additional range of 2 (blue and yellow dice).
Do the math. That gives them a minimal action radius of 10 (that's right,
ten
) spaces. Given the typical dungeon size in RTL, this means they can start their turn like anywhere on the map and still hit you. This is even made worse by the fact that our Overlord chose the Sorcerer King as his Avatar and has the
Snipers
card in play. Which means 2 additional range (bringing us up to a minimum action radius of 12) and the ability to ignore one obstacle.
In Vanilla Descent (as in every other dungeon crawler as well), the theory is to have the tanks blocking while the archer and the mage of the group do some damage from a safer distance.
This concept is completely broken now, though. With these hellish archers, neither is there such a thing as "blocking", nor such a thing as "a safe distance" anymore. They just hit you. Period.
And it's not like they do lousy damage. Our Overlord actually started killing the heroes in turn ("so who was next to die... oh right") instead of just hitting on the weakest one constantly... to keep the frustration down a little. Again, this would be hilarious if it wasn't so sad.
The same ludicrous speed/range that always keeps the skeleton archers in range of the group's ranged fighters also keeps them well clear of the tanks most of the time.
How retarded do you have to be
to design a monster class which basically ignores all range restrictions? And give it high damage, too? And, on top of that, make its master version undying? And to not notice this obvious folly in playtesting?
(And to have such totally worthless crap like bane spiders on the other hand?)
Sorry, but I just find it very hard to wrap my mind around that.
The Overlord made > 40 XP that day while we made < 10.
I have read on this board and elsewhere that things get better for the heroes on silver and gold campaign levels. However, I can't see that happening at all. Which brings me to some more questions...
1 . How are we supposed to avoid heavy damage if the best armor in the game has a defense of 4 (a gold item, though), the best shield avoids a maximum of 4 damage (again, a gold item) and we constantly receive damages of 10+ already on COPPER level? How is this disastrous imbalance ever to improve?
2 . Once badly damaged, how are you ever supposed to heal? Potions are both limited and awfully weak. You could drink one every turn and still couldn't compensate for the damage you receive. You also can't heal in town, really, because that gives you only 5 points back while costing you two rounds... totally not worth it. The only way of getting your full health back is... well, dying. How's that going to improve?
I seriously hope we overlooked some rules that balance out this stuff, or our group might very well lose interest in this game... so if anyone could help me out here, that would be highly appreciated.