Hi all,
After getting almost no response on the BoardGameGeek boards, I’m going to post my RtL variant here in the hope of getting some feedback, criticism and suggestions.
Firstly, I have to acknowledge that the original seed of the idea came from Bleached Lizard, while I subsequently tweaked the mechanics of it.
Secondly, apologies for such a big post.
Here goes …
***HERO REINCARNATION HOUSE-RULE***
GOALS
(1) To make a big lead in CP for the Overlord mean something.
(2) To bring some ‘immediacy’ into the game by making hero deaths matter.
(3) To give the players some variety by allowing (actually forcing) them to play many different heroes.
(4) To limit certain overpowered heroes by making each hero’s participation in the game temporary.
Anyway, here’s how it works. At the beginning of the game, a pool of 30 heroes is selected by the players (expansions are required). The players may then choose four of these to begin the game with.
The first time each hero dies, he is resurrected as normal. However, the second and all subsequent times a hero dies, the player must make a Reincarnation Roll. A Reincarnation Roll is made with a number of power dice equal to the heroes’ Conquest value, subtracting two dice during the Copper Campaign and one during the Silver Campaign. (This means 2CP heroes automatically succeed on their Reincarnation Rolls in the Copper Campaign.) If no blanks are rolled, the hero is resurrected as normal.
However, if any of the dice roll a blank, the hero isn’t resurrected, but rather ‘reincarnated’ as a new hero. The old hero goes into the graveyard, and a new hero can be chosen by the player from the original pool and re-enters the game as per the normal rules for resurrection.
The reincarnated hero inherits the following from the dead hero:
* All equipment
* All attribute upgrades
* All dice upgrades, though they can be swapped into any categories
* All skills, though the player has the choice of swapping any or all skills with ones chosen using the procedure for initial skill selection in Road to Legend.
If the players ever run out of heroes, the Overlord wins.
Some things to point out:
(1) Heroes in Copper die more often than in Gold, so this variant compensates by making each death more likely to be permanent in Gold. It also means 2CP heroes automatically succeed in their Reincarnation Rolls in Copper. This keeps the runner/blitzing strategy viable in Copper (and means any 2CP heroes chosen in Copper will be around for a while).
(2) Mathematically, the whole reincarnation variants boils down to this: with average Reincarnation Rolls overall, the players will run out of replacement heroes if the Overlord manages to get about 350CP worth of hero kills (Overlord CP gained through other means doesn’t affect this). An Overlord has to have dominated throughout to have this kind of lead. See below for more maths.
(3) Passing on the dead heroes’ skills retains the sense of character advancement, and ensures the heroes will still want to visit many cities to get the best skills, as dead heroes will probably be replaced with similar ones so that their skills remain useful.
(4) Note that this variant would probably appeal more to experienced Descent players who would like some enforced variety.
(5) Although this obviously benefits the Overlord by giving him another way to win the game, the heroes could mitigate this by choosing heroes better suited for the current campaign level (e.g. heroes that give bonus damage in the early game, heroes that give bonus surges in the late game).
Now for the maths, and this is where input is particularly appreciated. Let’s call an average game one that ends with a CP ratio of 350-250 to the Overlord, and let’s assume that of the Overlord’s 350 CP, 300 is earned through hero kills. An average hero is worth 3CP, so that means that about 100 hero deaths is a ballpark figure for the number of deaths you could expect in a reasonably close game. Now your average hero (a 3CP hero in the Silver Campaign), rolls two dice during his Reincarnation Roll which gives him about a 30% chance (30.6%) of dying permanently each time. This means that a 3CP Silver Campaign hero can expect to enjoy 4.3 lives. Of course, he’ll actually enjoy two, three, four, five, six (if he’s really lucky) or some other whole number of lives, but the average is about 4.3.
For those who care, here are my calculations. To explain, the first row represents the poor schmucks who end up with only two lives by scoring the 30% permanent death chance on their first Reincarnation Roll (remember, a hero is automatically resurrected after his first death, only making the Reincarnation Roll on second and subsequent deaths). The second row represents heroes who pass the first roll and fail the second (0.7 x 0.3 = 0.21 = 21%), so ending up with three lives. And so on.
Lives..Frequency..Lives x Frequency
2........30.00%.....0.600
3........21.00%.....0.630
4........14.70%.....0.588
5........10.29%.....0.515
6........7.20%.......0.432
7........5.04%.......0.353
8........3.53%.......0.282
9........2.47%.......0.222
10......1.73%.......0.173
11......1.21%.......0.133
12......0.85%.......0.102
13......0.59%.......0.077
14......0.42%.......0.058
15......0.29%.......0.044
16......0.20%.......0.033
17......0.14%.......0.024
18......0.10%.......0.018
19......0.07%.......0.013
20......0.05%.......0.010
etc.
Now, if we multiply the frequencies with the number of lives and add them all up we get 4.3 which, to reiterate, is the average number of lives a hero rolling two dice during his Reincarnation Roll (a 4CP hero in Copper, 3CP hero in the Silver, or 2CP hero in Gold) will have before dying forever. It should hopefully also be close to the average for *all* heroes combined including those rolling four, three, one or zero dice. (F*** doing the maths on all of that though – my head hurts as it is.)
Oh, and I’m pretty sure my maths is right. Really I am.
So, if there are 100 deaths in a close campaign, and each hero can be expected to have about 4.3 lives, that means that at least 25 heroes should be available to the players (25 x 4.3 = 107.5). My feeling is 30 is a better number. Here’s why: 107.5 deaths = 322.5 Overlord CP in kills = a pretty good effort for the heroes = they deserve to have enough heroes to finish the game. However, 30 heroes = 30 x 4.3 = 129 deaths x 3 = 387 CP in kills, which seems like a fairly steep requirement for the Overlord, until you take into account the fact that after the 27th hero death, the party will be diminished in size with no replacements. In other words, 27 x 4.3 = ~116 deaths x 3 = ~350 Overlord CP in kills before the heroes are a man down permanently, and presumably headed for a loss overall. So, 30 heroes it is, and you may as well let the players choose them.
So, there it is. Discuss.
Cheers!
Dave