Two Hero Rule Too Much?

By DABYX, in Descent: Journeys in the Dark

Hi all,

Recently got Descent for the missus and I to play together.

We tried a few games out before starting a campaign to get used to the rules etc. And I mostly tried the OL and will be in the campaign to come.

However I find myself at a severe disadvantage when we played the introductory quest (multiple times) and the next one with Splig.

The group limit combined with the 2 hero rule seems a bit much to myself.

For example, the Splig quest requires 2 Goblins on the tile just above the heroes. Two move actions and an attack and they're dead before I can use them and the monster I had blocking the pond gets obliterated in a round.

Likewise the introductory quest makes it difficult to actually survive with the single Barghest that's allowed as both heroes can catch up very easily.

So I guess my question is does this get better through the campaign with stronger/more monster options?

Or do I just suck very badly?

I mean Splig even Splig has the rubbish brown dice in a 2hero game and with a possible 4 attacks per round...well...

I usually tell myself, when playing the overlord, that the heroes are supposed to win, especially in the early quests of a campaign. If you're playing with just 2 people, I would suggest you look into getting some of the co-op campaigns, Nature's ire, Forgotten souls, or the Road to Legends App. I find them much more fun with a small group, but if you two are competitive types, you might not have the same feelings.

Edited by Ceahorse

((snip)) with a possible 4 attacks per round...well...

As a newbie myself I'm not sure of the 4 attacks... Each of the two heroes gets two actions which could be attacks making 4 but with each hero getting is 2-player extra attack/heal is the potential not 6 attacks per round??

The two hero rule definitely swings things in favor of the heroes, but it does a much better job of keeping things even than nothing. Before the rule, two hdro parties would consistently get stomped. Now, OL's sometimes have a tough time.

As an OL, you can do your best to damage the heroes (so they think twice before spending an action on an attack) and/or keep your monsters out of the way so they cannot be killed so easily. It may also be worth considering monsters with good defense (changelings, ettins, etc) in the hope that some of those attacks end up doing no damage. If the heroes are melee, think about shadow dragons.

I'm also curious about this... is it really a potential 6 attacks that the heroes could perform per round? or even two attacks and now a plus two heal per hero?

Web trap them to death. Immobilize condition is much more powerful the smaller hero party you are facing. If they are good on Might, try willpower with Imploding Rift. Use monsters like Medusae, Nagas etc.

Whatever makes them waste actions, traps mainly.

Also try to focus all damage instead of spreading it between the two.

Also, a 2 hero party has a much better chance to have a low wisdom hero, try Dark Charming that one and making him run away (or into lava, or into sludge, or...)

Dark Charm ftw >:D

I would take Basic II all day long normally, as I´m a big fan of it, but in that specific scenario I would absolutely recommend doing the same even more so. Even if that costs you Dark Charm. You NEED these Befuddles, Mimic, Grease Trap, Reflective Ward and Overwhelm. You can take a gamble and rely on Basic for the extra actions it grants to your monsters, but like the OP said the problem is more the fact getting an actual target monster for these effects ifs quite difficult once the heroes are in contact. I would rather try and disrupt them BEFORE they get to contact.

Dark Charm ftw > :D

yeah, yeah :angry:

You just got lucky... several times.