Descent Road to Legend is the game that brought me from the world of role-playing games to other types of tabletop games. It provided a very rich simulation of a dungeocrawl experience with fun combat that was very tactical. Players moved through dungeon by unlocking a series of checkpoints. They would have to hussle because the overlord could spawn monsters and bury the players in sheer numbers.
Descent 2nd Edition and its derivatives (Imperial Assault, LotR) made the decision that brevity was all-important. Missions have built-in timers that virtually ensure the players lose after six or so turns. Games are won or lost based on some objective in the end zone. Combat now becomes something that's just...in the way!
Enemies are brittle as glass, and their role is not to engage the players in pitched battle, but rather suck some actions out of them as they get smashed. Players that do well at these games learn to sink as few actions as they can into battle, so they can reach the end zone and rifle through trash or some other sort of scramble. The most prized abilities are things like teleporting and acrobatics that let players disengage.
You know the really sad thing here? Road to Legend got it about 90% right. Dungeons were smaller than in the original game, but they still felt like dungeons. Spawning was still possible, but held in check. What needed to be fixed were the top-tier gold treasure magic items, and some character abilities that weren't well-designed for small dungeons or a campaign style. We just needed a tune up.
I keep hoping FFG will learn, but then I play the LOTR game and sure enough, when orcs show up and the party engages them, all it does is slow the party down .No loot, no XP, none of the trappings that makes combat rewarding, and all the while the clock is running out so the game ends with an unceremonious wheiper. I don't know how someone finds that fun. My group didn't.
Please, FFG, bring back battles. Let us fight, because fighting is more fun than watching a clock.
Edited by SteveG700