Best Heroes and Monsters Pack?

By Nerdynoob, in Descent: Journeys in the Dark

I like beastmen. They aren't stellar, but they have their place. Consider that "Dash" is effectively a "Frenzy" for a beastman (enables move, attack, attack), and if your monster is already in position, "Frenzy" is even better (attack x3.) Don't forget that the master also reduces the chance of each nearby minion missing from 1/6 to 1/36. Additionally, the OL could also use the Unseen Wings reward to move them into striking range, or a master sorcerer's summon.

I think the "bloody rage" ability sounds way too devastating. With the right combination of Dash and Frenzy cards, you could have the group dishing out 10-12 attacks in a single turn, with the miss chance on each attack being 1/36. That's absurdly powerful.

Edited by Zaltyre

since it's limited to once by activation, that only gives 1 free attack action (except special cases like Rylan Olliven)

Right- every one would have the possibility of move, attack, attack, and then 2 could have frenzy attacks- that's 10, which is 3 more than even a frenzied group of archers. For 12, you would need Ravage AND the extra attack- I was imagining it worse than it was.

I agree with Zaltyre that it is too powerful, so I wouldn't actually play with Bloody Rage either... but it is nice to dream of a Beastmen version that I'd like to use, since I think the mini is cool.

Everything Zaltyre said about the Beastmen is true, however, that doesn't change my feelings about Melee Ravage. Any hero group worth their salt will never voluntarily end their turn next to a Melee Ravage monster. It is trivial to simply fatigue out of the way. Thus, additional steps must be taken by the OL every time they want to make use of Ravage. They will need cards like Unseen Wings, (which is not easy to acquire!), Dash, plot cards, traps to force the heroes adjacent to them, exhausting heroes with fatigue-draining abilities, etc.

This is too much expenditure of resources, resources which could have been put towards tasks other than babysitting the Ravagers.

This is compounded by how dearly a monster group has to pay for the Ravage ability in the form of reduced numbers, defense, health, or surge abilities.

As it is, I'll take bandits over beastmen any day!

Edited by Charmy

The master beastman shouldn't have this power, only minors. So, a full group without any cards would do 7 attacks at the best.

And with the -1 (less 1), the attack could be really bad, maybe -2 ?

And often, it's better to play cards on better monster, and since it's limited to once by activation, frenzy doesn't allow to a new attack, so I'm not so sure It would be so unbalanced. Maybe i'm will test it and try to balance it as much as can

With limitations similar.to those you described, it could be improved. People have said repeatedly that descent is all about actions. Ravage is only beneficial in that it gives beastmen more choices for their two actions. Abilities that grant free actions are some of the best in the game, so a proposed ability that could result in 3 extra actions must be VERY carefully designed.

If you're interested in balancing it, I would recommend making it surge based, not damage based- that is, the minion beastman has something like surge: attack this target again, once per round per beastman. You could alao consider a penalty such as suffering wound, or imposing a stunned condition afterward.