Large base Heroes

By backupsidekick, in Descent: Journeys in the Dark

I've been playing around with modifying the Descent game and mechanics, I like making things personal, and I thought a very cool and interesting mechanic would be a medium/large/huge based hero. I think it would have both pluses and minuses in movement that would evenly trade off, it wouldn't allow a hero to always move to where you want, but would allow that hero to ignore terrain effects and potentially be a big blocker. Anyway, this is a mock-up using the Giant art/figure as a large hero.

Edited by backupsidekick

Interesting Idea. The Runegolem from the Runewars-Miniatures game that is about to come out would fit this idea perfectly. Wonder how this works out though.

I'd be interested in your opinion after some playtesting.

+1! I've been having similar thoughts especially as those lush (and very paintable) minis from the Upcoming Runewars Miniatures Game would be awesome for Descent use, and as mentioned elsewhere I've a great figures collection which I want to work out a means of using with the game and some related campaign / quest ideas. And some maybes such as epic versions of some heroes if they develop enough (with piece swapping) such as the Runewars mini Lord Hawthorne (a good example of wanting to also split some heroes that have mounts or creatures as they've done with him, logical ideas such as mounted he moves faster, must dismount to enter building, some might fit quests such as gaining a steed, maybe even a dragon to ride off on...).

As a huge fan of the Descent 'family' I'm also enjoying looking at game play variations generally including diversifying options for campaigns/quests with new terrain. Not too bothered about perfect matches or mini size issues as you have to be flexible to try such alternatives out and they're all close enough. I also want to solve the lots of hero/monster/etc options problem by maybe enhancing pros/cons in different situations or limiting choices somehow (this would be essential for me to not overwhelm players!), quite a few challenges to overcome to make my ideas work (main three probably being complexity vs simplicity, balance and game length) but I'm excited by the project with the potential it has.

I'm going to be exploring this going forwards, probably a slow process with fitting it around life (and lots and lots of mini painting) so probably over quite a long time period so we could work on some ideas over the coming months.

It's an amazing game world with so many stories you can tell and challenges you can set for players.