Do you use Descent LOS or IA?

By FrogTrigger, in Road to Legend

I remember reading a while ago on this thread that many people had switched over to Imperial Assault for tracing LOS. I am just curious if you have found this works better or worse with RTL?

Sometimes it seems like it would be better for keeping things balanced, other times it seems like it might be messing with the whole 'spot' thing needing 2 corners instead of 1.

Just curious what others have found.

I have not played with IA's LOS and never intend to ... I am a bit weird this way, but I think you should employ the rules provided with the game ... it probably provides the best game play and all ...

:P :D :lol:

Though I personally did not like Imperial Assault as a game, I did consider switching to the IA LOS rules, but in the end decided that the Descent LOS rules are straightforward enough, so I stick to the rules as published for Descent.

Some abilities that target multiple models may be effectively nerfed using Imperial Assault LOS rules - Barghest "Howl" comes to mind. Thus using IA LOS rules might actually imbalance the game in favor of one side or the other depending on the heroes/monsters in play.

Just a sidenote: the Barghest's Howl affects heroes within 3 spaces. LOS does not matter here as counting spaces is independent from LOS.

Just a sidenote: the Barghest's Howl affects heroes within 3 spaces. LOS does not matter here as counting spaces is independent from LOS.

Substitue Disciples 3XP skill Radiant Light. This skill would be severely nerfed under IA LoS rules.

I totally agree with you that changing core mechanics like LOS will most likely be detrimental for the balance of many quests. Just poiniting out that Maine might have played the Barghest's Howl in a wrong way.

Edited by Sadgit

I've been using the IA LOS rules, works like a charm.

And when implemented correctly it does not screw with the balance of the game, because both parties are still playing with the same rules.

I've been using the IA LOS rules, works like a charm.

And when implemented correctly it does not screw with the balance of the game, because both parties are still playing with the same rules.

The argument "because both Parties are still playing with the same rules" is only automatically valid in a game with symmetric sides. It does not automatically apply when the sides are asymmetric, if one side relies on line of sight more or in a different way. In that case, it would require evaluation and playtesting to validate.