Is mobility simply the most important hero trait?

By Rauhughes, in Descent: Journeys in the Dark

H&M packs:

1) Crusade of the forgotten (Medusa, Golems, Sorcerers) is certainly a very good H&M pack to get.

2) Bonds of the Wild (Kobolds, Hellhounds)

3) Treaty of champions or crown of destiny.

Boxed:

1) Mists of Bilehall: Atom is right, terrify is nasty and the monster groups are very good.

2) Trollfens (Plague Worms, Weaken) or Lair of the Wyrm (Punisher, Hybrid sentinels)

3) Maybe Chains that Rust which will be released soon? More cool monsters with terrify.

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As far as I know, you cannot interrupt her heroic feat with a web trap because it says 'move up to your speed', not 'perform a move action', but you can immobilize her after moving 10 spaces.

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I think you can "web trap" her feat, because the card says "when entering an empty space" rather than "move action". Just saying, that's how I'm being playing it too.

[Edit]: I do the same for Silhouette's feat.

Good to know, thank you. I'll look into that to make sure this is right. (I'm still a bit confused with immobilize and the way to move while immobilized)

It is different from lets say trip wire, which can only be played during a move action, so you can immobilize her. But, since she isn't performing a move action, or using fatigue to move, She would be able to continue since immobilize only prevents move actions and movement by fatigue

Edited by Atom4geVampire

So I can immobilize her, but she can still finish moving according to twice her speed. Well, at least I can prevent her from moving more than 10 spaces. This is still a bit counterintuitive, but ok.

It kinda is, but yeah, the card says "You cannot perform move actions or suffer fatigue to gain movement points."

So it counts for that, and only that. Jain moves up to double her speed, but she is not actually performing a move action, so it doesn't affect her.

its the same with stuff like Carve a Path, Advance, Dissonance, .. You move up to your speed, but are not performing a move action, or you get movement points (from dissonance) not gained by fatigue so you can use them.

From the FAQ:

Q: When Immobilized, can a figure use skills and abilities that allow movement not related to a move action?

A: Yes. Any skill or ability that does not refer to performing a move action may be used while a figure is Immobilized. This includes skills or abilities that remove a figure from the map and place it in another space, skills or abilities that allow a figure to move an amount of spaces based upon its Speed, and skills and abilities by which a figure can gain movement points.

Edited by Atom4geVampire

I agree with everything Atom says (at least above ... :P ) ...

Still, I really wish, when this game was first created, that Immobilize meant exactly that, that you could not move for any reason period. I just think it would make a far greater impact on the game, allowing for far better strategies to be employed ...

Just my two cents ...

And the name ' immobilize ' would be (truly) justified. I fully agree.

I would rather have it that way as well :) I was just explaining how it works RAW

I agree with everything Atom says (at least above ... :P ) ...

Still, I really wish, when this game was first created, that Immobilize meant exactly that, that you could not move for any reason period. I just think it would make a far greater impact on the game, allowing for far better strategies to be employed ...

Just my two cents ...

I totally agree with that, a change to “immobilized” will solve many problems. It would have been better if it said since the beginning "While Immobilized, you cannot voluntary exit your space". This way you can't move, but you can be moved by external effects.

So I can immobilize her, but she can still finish moving according to twice her speed. Well, at least I can prevent her from moving more than 10 spaces. This is still a bit counterintuitive, but ok.

Yeah, I said you can “Web Trap” her, but it wouldn't stop her, which seems useless...unless you plan to mess with the hero’s mind, “should I move the ten spaces, or should I do 4 and then come back? Should I move and after that attack, or come back and rest? Etc”

Anyway, going back to the topic I want to share an opinion from what I've experienced with “mobility”.

I think mobility seems the most important characteristic for heroes. But I think this is moslty for the first campaigns this game has (Shadow Rune, Labirynth of Ruin, etc). This, because their quests structure are race-objectives (who accomplishes his objective first).

For example, I remember that when I played the Mist of Bilehall campaign, Lindel and Rendiel were chosen due to their speed. The reasoning was that if they were faster, they could avoid Broodwalkers and that they could cross the Sludge terrain faster. However, during the actual gameplay, they soon realized their speed was useless because it was difficult to maneuver with all the things in play (terrain, monsters, OL cards, etc). So when their 5-speed was reduce to 1, they were forced to use "fatigue-movement" to scape or move, and because of that, Corbin (with a speed of 3) became a more mobile hero (due to his 5 stamina) than Rendiel. Nevertheless, the quests didn't feel unbalance nor hard because of this change to the strategy. This because quest's objectives were rarely race-objectives (for example, in most of the cases, the Overlord objectives are to defeat all of the heroes). This means that survivability (hp, def, etc) is now a more important characteristic than speed, for MoB campaign at least.

http://d2etracker.com/campaign_overview.php?urlGamingID=67629012

And on the other side, another example is, time after that campaign, a friend of mine decided to try be the Overlord for the first time, so he asked me to be easy on him. So we started a Shadow Rune campaign, and because he asked me not to take tier heroes, I decided to try Brother Gherinn. This causes the party to slow down because everyone wants to be near the healer. Now, because of that "slow" thing, it is more difficult to complete the race-objectives, making it look like mobility is an issue (“why would I take a 3-speed hero?”). Still, I have won boths quests without a problem hahaha

http://d2etracker.com/campaign_overview.php?urlGamingID=93656717

So, in conclusion, I think mobility is important for specific campaigns/quests. It seems to be an important characteristic for those who just own the base game I think, because there are few things to the overlord can do against this speed-boots with just the core set. Lastly, remember that as an Overlord, it is easier to adapt to the heroes than them adapting to the monsters. You can bring any monsters through the open groups, while heroes can't change their stats each quest.

Insightful Volkren.

We just finished our first play through of the 'big' RtL campaign. We only played with two heros; Jain the Wildlander and the core warrior who isn't a dwarf as a berserker.

As Jain I had nimble, eagle eye, bow mastery, fleet of foot and running shot. During the last three quests I took one move action in total and ran absolute rings around the quests. Having the free attack (giving plus 2 move too) allowed me to rest every turn with an action. This gave me up to 5 stamina each turn (less if took damage, but this was rare) to turn into 10 movement (I.e 2 full move actions) giving me 12 movement points total, a shot and a free remaining action for searching/objective interaction and finish each turn with no fatigue. Even when not 'racing' (which we normally were) this just proves crazy powerful for dropping into and out of line of sight and range. On the rare occasion something caught me, I'd just nimble away a couple of square and be fine. Add in the feat once per encounter and nothing could stop me. On the final quest, I was able to just run around the 'mutants' grabbing the search tokens and dodging back out of range of them. To be honest, it was so effective it became boring.

I'm glad most people on here (all wth more experience than me) seem to think this kind of mobility is manageable in the game as it gives me some confidence, but from my limited experience thus far being able to generate in excess of 10 movement points without an action, with more mobility bolted on as required seems about as even as a fighter-bomber vs Boy Scouts with slingshots.

Oh, I can see that Jain the Wildlander is extremely powerful in RtL, but this is mainly because the monster activations are usually kind of dump and very foreseeable. As discussed above, a skilled OL would punish you for playing like this.

And Volkren, I completely agree with you and I like that the new MoB campaign has a different playstyle favoring resilient heroes. This way we will see heroes on the board which are often avoided due to their low speed.

I hope I can convince my playgroup soon to start this campaign and I'd love to have a all-Dwarf group of heroes. :D

One thing I have heard banded around is something that prevents heros from getting up themselves or other heros once they've been put down. Is that a campaign specific thing or a universal rule that comes with one of the expansions?

This is the tainted card, which gives the hero +2 health, but has negative effects once he has been knocked out. It is only campaign specific for MoB and CtR.

One thing I have heard banded around is something that prevents heros from getting up themselves or other heros once they've been put down. Is that a campaign specific thing or a universal rule that comes with one of the expansions?

You're probably thinking of Tainted cards from Mists of Bilehall/The Chains that Rust, where heroes take penalties for dying, and many quests allow for victory by beating the heroes into submission.

One of the enduring aspects of the Tainted cards is that you can only recover health by the actions of untainted heroes and heroic feats, so if you're knocked out, someone else that hasn't previously been has to revive you.

If all heroes are knocked out once, nobody can revive anyone else (except by Heroic Feat) and it's potentially game over.

Edited by Luckmann

Now that sounds like a great rule for all Campaigns! Kind wish that was a condition that persisted after a ko and not a campaign specific rule

Nothing stops you from trying that as a house rule. However, the other campaigns are not designed with this effect in mind and it might be way to harsh for the heroes, but I guess it is worth a try. On the other hand, I like that each campaign has its individual flavor. Labyrinths with the allies, Nerekhall with changeling cards and secret modifications and MoB with the tainted cards.