BJZSN's Descent Skirmish Variant

By BJZSN, in Descent: Journeys in the Dark

Now that I've done my 2.0 revisions for my custom classes, I feel like now its time to revise my old Team vs. Team variant. While I like the idea of a skirmish mode where I can play with all my components available, my previous variant was lacking in that it was a little messy and not the smoothest. It's a little different with the Skirmish variant however. I've streamlined the rules so its easier to set up and play and the entire process of the rules are a lot cleaner now. There's hero selection, monster selection, shop buying, and skill decks all in one. I've tried to keep this variant as simple as possible, but feel free to include your own variants into this Skirmish mode such as neutral bosses, spawn points, Overlord cards, etc.

I'd love to hear what people think of this so leave your comments below and I'll consider any suggestions. I've only got 1 Large map created but I plan on introducing other maps in the next few days when I get some free time (think optional objectives and other triggers unique to each map). Anyways, here's the link for the variant. Look for the folder "BJZSN's Descent Skirmish" located in the "BJZSN's Custom Content" folder:

https://www.dropbox.com/sh/odx5l47ypog6y89/AABZJBksn4UcH94OYT9lxhFSa?dl=0

Edited by BJZSN

I'll take a look at what you've done.

In the Turn Order section of the rules, the sentence "If it is the end of the first round, teams place their monster groups on their respective entrance or exit tile." will be changed to "If it is the end of the first round, teams place their monster groups on their respective entrance or exit tile, respecting group limits."

In the Gameplay Rules section, the sentence "If a hero begins his turn defeated,..." will be changed to "If a hero begins his turn knocked out,...".

In the Variants section of the rules, the sentence "During setup, shuffle the unique search in with the suggested search tokens marked in each map..." will be changed to "During setup, shuffle the unique search token in with the suggested search tokens as per the map rules...".

In the Variants section of the rules, the sentence "As an action, a hero may remove the fatigue token from the map and gain the relic card." will be changed to "As an action, a hero adjacent to or occupying the same space as a fatigue token may remove the fatigue token from the map and gain the relic card.".

Added 2 Small maps, one normal and one artifact, where an artifact can be picked up for extra power a la the Sun Stone relic.

Edited by BJZSN

In the past, as you may recall, I played around with a bunch of your custom classes with my play group. This was pretty much at the beginning of your development phase of v1 of your classes.

Now that significant time has passed, and with your development of your v2 version of your classes, I am wondering how you feel about them in terms of it being a "finished" product, balance levels, etc.

My group and I will be getting together to play a bunch in the near future, and I would be willing to revisit incorporating them into our game play if you feel they are "game time ready".

In the past, as you may recall, I played around with a bunch of your custom classes with my play group. This was pretty much at the beginning of your development phase of v1 of your classes.

Now that significant time has passed, and with your development of your v2 version of your classes, I am wondering how you feel about them in terms of it being a "finished" product, balance levels, etc.

My group and I will be getting together to play a bunch in the near future, and I would be willing to revisit incorporating them into our game play if you feel they are "game time ready".

Well as for the custom classes I've made, I feel that with the 2.0 revisions on them are for the better and make particular skills much more viable encouraging different builds. I've actually been working on the revisions for the past month and I can say that after the changes, they are a finished product barring possible spelling errors I may have missed. Mechanically, they are done (to me at least) and I'd gladly use them in a campaign or skirmish mode, which is something I can't say about the 1.0 versions.

I've made an effort to make them as balanced as possible, though I do admit it is a bit hard to determine balance on classes that have very unique mechanisms such as the Gambler or Cavalier. I am confident, though, that none of them are particularly overpowered or underpowered. I recently played a game of my Skirmish variant with a mix of custom and original classes, and I gotta say I had a blast team building, especially with a monster group to really spice up things without adding too much complexity.

Edit: The only class of mine I don't consider properly playtested is the Gambler. One could say it is not a finished product, though I plan on experimenting with it in the future.

Edited by BJZSN

Two follow up questions:

1) And this is just the OCD in me (especially since FFG is missing 2), why does three of your archetypes have 5 classes and 1 has 6 classes. This just tilts me. :P ;) :D

2) I have done a lot of printing with Printer Studio, so I am familiar with their site and their mechanics. What size card do they employ that you feel most closely matches the appropriate size for FFG's class cards? I am going to have these printed, and I would like them to match in size as much as possible.

Two follow up questions:

1) And this is just the OCD in me (especially since FFG is missing 2), why does three of your archetypes have 5 classes and 1 has 6 classes. This just tilts me. :P ;) :D

2) I have done a lot of printing with Printer Studio, so I am familiar with their site and their mechanics. What size card do they employ that you feel most closely matches the appropriate size for FFG's class cards? I am going to have these printed, and I would like them to match in size as much as possible.

1) Yeah the original idea was to make 5 classes for each archetype. The 6th class for the Mage archetype is the Tinkerer. I actually made this for a friend, and since I had the cards done up I decided to post it anyways. That said I don't consider it as part of my works and it really isn't balanced and tweaked correctly (it feels too samey to the other Mage familiar classes). I don't think I'll ever bother fixing it as it lacks originality, but people are free to use it if they wish.

2) Give me a moment and I'll get the details for you, no probs!

Edit: I use the mini size custom cards on printerstudios site (1.75'' x 2.5'' (44.45mm x 63.5mm)). It's not perfect, as the card size is slightly wider than FFG's cards so you'll see minor stretching, but otherwise it should work fine.

Here's a link to the product:

http://www.printerstudio.ca/customized/custom-blank-playing-cards-mini-size.html

Edited by BJZSN

1) Yeah the original idea was to make 5 classes for each archetype. The 6th class for the Mage archetype is the Tinkerer. I actually made this for a friend, and since I had the cards done up I decided to post it anyways. That said I don't consider it as part of my works and it really isn't balanced and tweaked correctly (it feels too samey to the other Mage familiar classes). I don't think I'll ever bother fixing it as it lacks originality, but people are free to use it if they wish.

2) Give me a moment and I'll get the details for you, no probs!

Edit: I use the mini size custom cards on printerstudios site (1.75'' x 2.5'' (44.45mm x 63.5mm)). It's not perfect, as the card size is slightly wider than FFG's cards so you'll see minor stretching, but otherwise it should work fine.

Here's a link to the product:

http://www.printerstudio.ca/customized/custom-blank-playing-cards-mini-size.html

Thanks for the feedback. I will not use the Tinkerer class then.

Looking forward to having these classes as options. Thanks for the efforts !

Added the following to the Variants Section:

Overlord Mode - I haven't written up the rules yet but will soon. This variant will allow teams to set up customized overlord decks as per base game rules

Imperial Assault Mode - This mode allows players to incorporate various rules from Star Wars Imperial Assault into their games.

A few changes and additions that will be applied later today...


Setup

Change "The other team does the same with the unchosen tile." to "The other team does the same with the remaining tile."


Drafting Mode

Remove "monsters..." from first sentence.
Remove "Rules for drafting mode are coming soon, but any drafting system should work fine."
Players agree on the number of total heros that will be received after drafting.
One team receives the Warrior and Scout archetypes and the other team receives the Healer and Mage archetypes.
Both teams choose one hero to gain from both archetypes, then pass the remaining heros they have to the other team.
Teams continue this process until both teams receive the agreed amount of heros. Remove unselected heros from the game.
Players agree on the number of total classes that will be received after drafting.
One team receives the Warrior and Scout archetypes and the other team receives the Healer and Mage archetypes.
Both teams choose one class to gain from both archetypes, then pass the remaining classes they have to the other team.
Teams continue this process until both teams receive the agreed amount of classes. Remove unselected classes from the game.
When drawing for shop cards, instead both team draws 5 Act 1 shop cards and chooses 1 of the cards to keep.
Then pass the remaining shop cards to the other team. When all the cards have been distributed, players repeat this process.
This is done a number of times equal to the hero count being played (draft 3 times when playing at a 3 hero count).
After drafting, players equip cards as per setup rules and discard any remaining shop cards.
Overlord Mode
Players agree on the total XP amount each team will receive for purchasing overlord cards.
The team with initiative chooses the Basic 1 or Basic 2 deck to receive. The opposing team receives the remaining deck.
Randomize the seperate Overlord classes other than the Overlord Rewards, Quest Rewards, and Universal cards and distribute them evenly to both teams.
If there is an odd amount of classes in this case, remove one random class from the game.
Both teams choose one class to gain, then pass the remaining classes they have to the other team.
Teams continue this process until each of the classes have been distributed.
Teams now purchase skills from their received classes as per base game rules.
Universal cards are always available to purchase by both teams.
Once both teams have purchase skills, they customize their decks as per base game rules so that their overlord deck has exactly 15 cards.
During setup of the game, both teams shuffle their overlord decks and draw cards equal to the hero count (draw 3 cards at a 3 hero count).
At the start of each round, both teams draw 1 card from their overlord deck.
Each time a team defeats an opposing hero or monster group, they draw 1 overlord card.

Edited by BJZSN

Added a Large Artifact map, plus made additional fixes to the rulebook and maps in general.

Added a Large Quake map, which introduces tests via earth tremors.

Edited by BJZSN


Added a Small Quake map.

Adding new Multiclassing variant later today:

Multiclassing

Players may choose to play with sub classes that can be purchased for their heros.

When choosing classes for heros, they may choose another class that does not match their archetype.
This is called a sub class. The archetype classes that can be chosen from is determined by a heros attributes.
If a hero has 3 or more in an attribute, he may purchase a sub class in the following manner:
Might = Warrior
Willpower = Healer
Awareness = Scout
Knowledge = Mage

A hero does not receive starting equipment from the sub class, and it costs 1XP to purchase all starting skills for that subclass.
A hero cannot purchase 3XP skills from the chosen sub class. A hybrid class cannot be purchased as a subclass and if a hero chooses a hybrid class as his primary class,
he ignores the rules for this variant and plays his hybrid class as per normal rules.

Edited by BJZSN

Adding a Small Villager map later today, which allows players to rescue sages for bonus VP.

Adding a Large Villager map later today.

Made some typo and wording fixes in general with the rules, as well as buffing Ashirans Hero Ability that she can stun any monster and do damage while doing it. Banned Kobolds, as they can keep their group alive pretty reliably, and have a lot of figures to boot. Also I've got the itch to make another custom class. I've got an idea for a Mage, the Chronomancer. Working out the kinks so I'll have something posted in the next few days.

Edit: Dang, I guess that means I'm gonna need to make another class for each of the archetypes.

Edited by BJZSN