Most of my games have been very close, but it heavily depends on the gaming group I play against.
The tricky part about Descent is that your party has to be capable in every category: Damage, Movement, Conditions; if the heroes don't get this, you are bound to come across a few quests that seem imbalanced, because the hero party either excells in the category that is the most important in the quest or totally lacks in this category. The result is a game that seems unwinnable for the OL or the heroes.
Your example is typical for that: The heroes needed to stop Skarn, but appearantly hadn't invested in stun or immobilize. Like your list shows, nearly every mage has access to these conditions (the Conjurer has a skill to stun, which is not on your list). Spending XP on these skills or getting weapons that inflict conditions has to be a priority, or else the heroes will be destroyed in quests where they have to stop someone.
My worst expiriences with this game was against a gaming group that only maximized damage, because it thought everything else is just weak. They lost every game and trashed the game hard on every occasion ("I can't believe this sh*t game is from FFG") even when I told them why they lose, they didn't believe me and said something like "ok so if we immobilize him the game would have lasted maybe one more turn, but that wouldn't make a difference." It seems like this undervaluation of everything that isn't boosting damage is quite common. If the hero-party thinks that this is the only fun way to play dungeon crawlers, I would recommend Imperial Assault that has a much more one-dimensional approach to it, has more emphasis on combat and is much less puzzly.
I like your reply. It opens up more discussion.
To clarify, in my example that I describe, I believe a hero did have the ability to apply a condition but Skarn was only open to a single attack, and it wasn't from that hero. After Skarn's turn noone could reach him much less suppress him.
Damage, movement and conditions as you have pointed out are all important factors. Movement is easily hindered with warm bodies, altering the movement problem to a damage one. Conditions largely rely on doing a single point in damage, which partially makes the condition issue a damage one. This trifecta is heavily weighted to damage, so much so that most players recognize damage trivializes most encounters. Were there more of a "puzzle" element, as you describe, this trivialization wouldn't occur quite so frequently, or even at all.
Many here have mentioned alternating turns as a source of balance but I'm not actually convinced that is the issue. I see the problem more stemming from the fact that monsters and heroes take two actions on their turns, possibly even three. This makes for really swingy "activations" that cannot be countered by the opposing side. It would be like if, during a game of chess, each player was able to move a single piece two or sometimes three moves on their turn instead of one. Throw in a rule that if you manage to check the opponent and you still have a turn, that is checkmate.
One solution might be reducing all turns to one action, but that slows the game down and increases the power of extra-turn effects. Another rule might simply be treating Descent more like D&D or other RPG's and requiring one action always be a Move action, but this hurts the players more than the Overlord. Quite frankly, I'm not certain there is a good way to solve this with such small maps and uncreative win-conditions.
I would strictly advise against introducing alternating turns for balance reasons. I understand it for gameplay reasons, but the balance will be affected quite heavily.
It's not true that you need damage to move through monsters or apply conditions in every case. There are quite a few skills/heroic feats that let you move around/through monsters, move monsters and so on as well as skills where you don't need to attack to apply a condition.
I read through your example and looked at the quest and came to the conclusion that it was a mix of extreme luck by the OL and very suboptimal play by the heroes.
First of all the OL only collected 4 of 10 tokens, needs a blue one to win and there are 4 red 3 blue 2 green and 1 white or smth the like, which means there are 7 out of 10 tokens that are "useless". Since the OL can't look at the tokens he collected, collecting only 4 tokens is extremely risky. Then the OL even uses shatter where he randomly has to discard one of his tokens. The fact that the OL even got 1 blue token out of the 4 he collected is quite lucky, the decision to not collect anymore is quite risky and using shatter in this circumstance is pure gamble. Imo it would've been much more likely that you have no blue token when exiting the map if you play that way and in this case the OL would just have flat out lost the quest.
So wow this must have been one exciting finish when revealing the tokens, but quite a stupid gamble.
Most games aren't winnable against extreme luck.
What the heroes seemingly did suboptimal is the fact that Skarn has to move off the map through the entrance (where the heroes enter the map and which he cannot do if 2 heroes are blocking the two spaces at the "end" of the tile), and it's the final mission, so looting/searching is most of the time a wasted action. I see no reason to fight in the largest rooms of the map where Skarn can manouver the best around the hero party. Why didn't they block a smaller room? Also I think they didn't think about Skarn being able to shatter, or else they would have positioned themselves somewhere else.
Also I think if they heroes brought more movement/conditions to the table they would have easily downed Skarn one time which could have been enough for you to lose the game.
Edited by DAMaz