Alternative Search Deck

By Morthai, in Descent: Journeys in the Dark

here are the printable PDF files of the 2 new search decks:
PDF - new searchcards (doublesided A4)

I would like to leave them at this version for now and concentrate on the hybrid classes next. I printed them out and they look very nice.
First playtest with searchdeck 2 within seeds of corruption was very cool =)

These are brilliant, my favorite has to be search deck 1, but the others are close behind. I always love waiting to see what this amazing community makes next.

1 hour ago, ThatMomentwhen said:

These are brilliant, my favorite has to be search deck 1, but the others are close behind. I always love waiting to see what this amazing community makes next.

next on my list are finishing the missing hybrid classes :P

here

Your creativity seems endless, and being a huge D&D fan and having a level 3 Paladin myself I love your version of the class

Edit: typo

Edited by ThatMomentwhen

Morthai ...

I just realized that like Truestrike Potion, there is an error in Search Deck III, after you converted it to 600 DPI.

You have a card which is suppose to be "Regeneration Vial", but instead it says "Regernation Vial".

I would appreciate it if you could correct this and send me a new version. Thanks.

I think these are rather good and hope that FFG uses some of the ideas and prints an official new search deck.

A few comments to help with play testing and design as I see a few issues.

*First with any new potions make sure to consider how they will interact with Aurim. One possible way to handle it of course is just say no Aurim :)

-Some of them are not clear how they would work with him. Two of them give an attack. Would that trigger on adjacent heroes as well? Its very unclear to me.

-Haste potions is clear as there are other abilities to give movement point to heroes not on their turn. I believe it would allow all others adjacent to him to interrupt and move 5! Aurim on start of act2 could burn 2 of those and move the entire group 10 spaces! That could break some quests.

-Liquid vigor also looks like Aurim may be a bit strong as well. Much easier to trigger successfully than a stamina potion. Start of an encounter all heroes are usually nice and adjacent. If he get lucky with heroic feat can even use on encounter one.

*Unrelated to Aurim, Liquid Vigor had issues with bard skill of Warfarer. With that and at least one other skill including base he can get unlimited movement. Toss in Winged boot and he can even win a few quests in turn one!.

aurim.jpg

wayfarer[1].jpg

a

Edited by BenOverlord

Typos are haunting me, I already updated the Regeneration Vial and waiting on the upload of the fixed version.

Aurim is not an official Descent Second edition supported character as his update from the Conversion Set to a correct rebalanced version is still missing. I only factored in official supported characters and other material.

Wayfinder indeed poses a problem, my suggestion would be that you cannot move each song token more than once each turn.

Regeneration Vial Typo Fix.pdf

Regeneration Vial.jpg

Or add the effect to Liquid Vigor that all skills must be exhausted in this turn. Definitely a nerf but it also prevents future synergy.

Wow, really nice idea! The only thing I don't like is that there is no space for Secret Passage card, which I like a lot.

1 hour ago, Letanir said:

Wow, really nice idea! The only thing I don't like is that there is no space for Secret Passage card, which I like a lot.

you always can shuffle the new decks together with the old deck.

46 minutes ago, Morthai said:

you always can shuffle the new decks together with the old deck.

Yeah, I imagine adding a Secret Passage to one of these decks wouldn't affect things drastically at all.

Edited by BJZSN