The Travel Stage

By Omnislash024, in Descent: Journeys in the Dark

This isn't really so much a question, then an observation.

As much as I think the travel event is a neat and cool concept, I can't help but think that every time that I play through it, that almost all the events I have encountered have been more of a detriment to the heroes then the OL. There have been some rare occasions when the heroes find some loot, but most often then not, it's either a situation that causes the heroes to suffer fatigue/Damage or allows the OL to draw more OL Cards. Even when it comes to making a choice, in most cases both choices give the OL a slight advantage ( why not reward the heroes for making one choice and the OL for the other?) It would be nice to see this balanced out a little. While I don't mind the OL being given some slight advantages before the quest, I've observed some travel stages that can really stack up against the heroes. Either I'm just missing them, or it would be nice to see some added benefits for heroes on these travel cards.

I've found it to be around 50/50 to be honest.

I've found it to be around 50/50 to be honest.

I made a mechanic for monster encounters that you can add in for fun, but that doesn't really change the tilt for the better.

I completely agree with Zaltyre. The world is a dangerous place so it is more likely to encounter a pack of hungry wolves/bandits than a bag of gold :)

I would add that the game has been playtested numerous times to check for balance issues and that Travel Event cards are part of the game's balance.

On the whole scale, bringing the Travel Events to a 50/50 would in fact be favorable for the heroes.

I've found it to be around 50/50 to be honest.

While there are beneficial cards for the heroes, if you analyze all events (some over at BGG have) it does help the OL more than the heroes, overall. However, I do not have a problem with this- the road is dangerous, and you are more likely to run into trouble than be walking along and suddenly, "oh, look- gold and magic healing potions!"

I made a mechanic for monster encounters that you can add in for fun, but that doesn't really change the tilt for the better.

What mechanic do you use?

Yeah, I get that. I think what really drove me to this conclusion was the one sided choices. Like they're damned if they do and damned if they don't.

Edited by Omnislash024

I've found it to be around 50/50 to be honest.

While there are beneficial cards for the heroes, if you analyze all events (some over at BGG have) it does help the OL more than the heroes, overall. However, I do not have a problem with this- the road is dangerous, and you are more likely to run into trouble than be walking along and suddenly, "oh, look- gold and magic healing potions!"

I made a mechanic for monster encounters that you can add in for fun, but that doesn't really change the tilt for the better.

What mechanic do you use?

Yeah, I get that. I think what really drove me to this conclusion was the one sided choices. Like they're damned if they do and damned if they don't.

Those are the best choices!

Search for "Random" as title , they're under "Random Encounters...")

It utilizes a blue die roll the first time "no event" shows up, and instead sets up a mini encounter.

By 50/50, I meant that while it's more common for cards to favor the overlord, the cards that favor the heroes are significantly more impactful. For example, our heroes recently encountered the knight and got a free bearded axe from him. I've had them get draws that force me to discard overlord cards or reveal my hand before the quest starts, or give them extra search cards.

What I'd like to do is see which terrain types tend to have which effects. I know that roads tend to have more "No effect" things than the others, but it'd be interesting to see if certain ones favor certain types of tests or damage results than others.

By 50/50, I meant that while it's more common for cards to favor the overlord, the cards that favor the heroes are significantly more impactful. For example, our heroes recently encountered the knight and got a free bearded axe from him. I've had them get draws that force me to discard overlord cards or reveal my hand before the quest starts, or give them extra search cards.

It might be the "force the OL to play a rumor card" travel card I'm thinking of, but I'm pretty sure that the lone knight card is supposed to be returned to the game box after it is drawn- that is, it cannot possibly come up more than once per campaign. I understand what you mean, though. Drawing 1 item > drawing 1 OL card.

Not helping on the topic, but I just need to share my best travel experience so far. It was going to "The Wyrm Turns" quest, with 6 travel steps, and it was like this:

1- Skip the next step

2- Skipped

3- No event

4- Skip the next step

5- Skipped

6- No event

That face on the OL was priceless. By the way, we crushed him on the quest...

For example, our heroes recently encountered the knight and got a free bearded axe from him.

That must be hard to stand for OL.

Edited by AndrewMM

Not helping on the topic, but I just need to share my best travel experience so far. It was going to "The Wyrm Turns" quest, with 6 travel steps, and it was like this:

1- Skip the next step

2- Skipped

3- No event

4- Skip the next step

5- Skipped

6- No event

That face on the OL was priceless. By the way, we crushed him on the quest...

For example, our heroes recently encountered the knight and got a free bearded axe from him.

That must be hard to stand for OL.

It was fairly annoying, I'll admit, but fortunately, it was the interlude they were going to, so the item fell off in power immediately after.

Even cards that may favor the Hero's still usually require one or all of them to test an attribute. If they succeed or fail will determine if the outcome is in favor for the hero's or OL. I think the testing helps balance the travel.

Those tests are another thing. They each have something happen to them if they fail. If they all fail then they get an added handicap.