Hi Guys!
I am a big fan of Descent, but am a bit confused over the balance with Road to Legend. We have now played a quite lot of rounds with different overlords, different heroes and different tactical approaches. And all of them ended in the same desaster: The Overlord way outrun the heroes in terms of experience points and his plot. Only one approach ever brought up a game that was close: Never going into dungeons, only going for encounters.
This bears the question if there is something that we got wrong with the rules... Especially two things generate huge problems for us:
1) In a dungeon level the heroes can generate a maximum of 5 XPs (2 for the boss, 3 for the glyph). Opposing that the Overlord has enough power in each level to kill at least 3 character, sometimes up to 5 characters and more, giving him an average 10 XPs per level. After two or three dungeons the ratio is even worse, because the Overlord simply outpowers the heroes through his upgrades...
2) There are some levels that have a boss with the "Undying" abitlity. (Hope it's called that in English, we yesterday played a german version...) It so happened yesterday that this boss (an orgre in that case) rose from the dead 5 times in a row. According to our interpretation of the rules this meant that we had to battle him down 6 times before we had a chance to escape, costing us 30 XPs to the overlord on that level alone, bringing us only 5 again...
Those two facts combined with the fact that nearly no potions are to be found in dungeons and even less treasures there is no way for me to see a positive outcome for the heroes. Combined with the quest of the Overlord that needs him to raze cities (that leads the heroes to having no time at all to train, buy stuff, etc.) it seems like a winning set for the dark side.
So... what did we miss on that? Where is the one balancing factor that we just overlooked in the rules and FAQs?
I would really appreciate some advice on that.
Lucifer