Do you have a fatigue template to print? Each expansion adds more and more life tokens. However, fatigue is more important!
I need more tokens. Please, help me.
Do you have a fatigue template to print? Each expansion adds more and more life tokens. However, fatigue is more important!
I need more tokens. Please, help me.
gran_orco said:
Do you have a fatigue template to print? Each expansion adds more and more life tokens. However, fatigue is more important!
I need more tokens. Please, help me.
The 24 fatigue tokens from the original game are a hardwired limit and you shouldn't need any more. At least not unless you are playing with houserules for more than 4 heroes (which is not recommended, but some people do).
The vanilla expansions do not add any extra fatigue requirements. You still only have 4 heroes, they still have less than 6 fatigue each (maybe 1 or 2 6-7F with skills).
The Advanced campaigns can, with the Secret Master trainings, but the 24 is still a hard limit. If you don't use this limit as a limit then the game can get seriously out-of-whack as multiple heroes with 6+ fatigue and or a couple with 8+ fatigue can really make a mess of the game balnce by doing amazing amounts of things in a single turn, greatly upsetting the balance due to the OL simply not getting enough turns and therefore enough resources.
From my own experience, by the time your 4 heroes have had a single +2 fatigue bonus each and your fatigue totals for the party are over 20, then the game is significantly different.
Frankly, though it seems pretty cool as a hero party to have a runner with 8 fatigue and everyone else with 5-6 or more, the game is seriusly better, both in balance and in fun, when the heroes combined fatigue is less than 22ish.
Our games we actually have run out of fatigue. This was a game that was doomed from the beginning (we were playing the rules completely wrong). Anyway, we ended up using the comets from one of the plots as a "super" fatigue = 5 fatigue.
Now just to be sure... if the heroes run out of total fatigue (25), can they no longer upgrade? This may help the poor OL.
One hero has 5 points of fatigue, and another two have 4 points. The last hero has 4 points with the ability that gives him 2 extra points, for a total of 19.
With only 3 tokens of fatigue +2, we have not enough tokens. I think that there is no limit to the fatigue, as the rules do not say it.
Anyway, if anybody could give me a template to print more fatigue tokens, I would be pleased
Everything is limited to what came in the box, it's the nature of board games. There are a few quests which were accidentally printed with too many of a specific type of monster, but those are explicitly allowed to use proxies by the FAW.
I have never seen a template for printing more fatgiue tokens, but a copy machine should work fine.
gran_orco said:
One hero has 5 points of fatigue, and another two have 4 points. The last hero has 4 points with the ability that gives him 2 extra points, for a total of 19.
With only 3 tokens of fatigue +2, we have not enough tokens. I think that there is no limit to the fatigue, as the rules do not say it.
Anyway, if anybody could give me a template to print more fatigue tokens, I would be pleased
There are a lot of things the rules for Descent don't actually say, doesn't mean they aren't real. Nothing in the rulebook says that the heroes are limited by the number of training tokens available, yet its been clarified that they are. Potions and fatigue tokens work the same way.
I agree with Corbon 100% on his view of it.
However Kevin Wilson stated, somewhere in the old Forums, that Health and Fatique Tokens should not be a Limit. If there are tokens of 25 health but a monster has 74, I will not have enough heart tokens to indicate that, but the monsters cannot have his health limited if the heroes are using all the health tokens. It is obvious, I think.
Yeah I remember that conversation, but I specifically remember it being about health tokens and not fatigue.
So no, its not obvious.
Big Remy said:
Yeah I remember that conversation, but I specifically remember it being about health tokens and not fatigue.
So no, its not obvious.
That is what I remembered too, but wasn't sure enough to post it.
Wounds are an obvious exception anyway (being equally used by both sides and, in particular, with huge variations in requirement) but everything else in the game is restricted to what comes with the game. Only so many potions, only one of each skill, only so many weapons, only so many effect tokens, only so many monsters, only so many rubble spaces or pits, only so many dice, only so many (24) fatigue tokens.
You can accumulate higher fatigue than 24 total, its just that someone will have to be slightly short at the start.
Personally I'm inclined to agree that the fatigue tokens are limiting. We've never run up against the wall in our games at any rate, and our heroes do everything in their power to make sure they fill up their fatigue as much as possible. If you insist on going over, though, you could always track fatigue on paper instead.
My brother played with a group that had 1 guy with leadership, and another guy with 11 or 12 fatigue. the guy with tons of fatigue could do a battle action and move 21 or 23 spaces with the use of a vitality potion. The next round the leadership guy could place a rest token on him, and he could do it again provided he had another potion. This broke the game for them, and they stopped playing. In order to fix this before it became a problem, my group changed vitality potions and rest orders so that they only recover 5 fatigue each instead of maximum fatigue. To balance this for the players, healing potions heal 4 wounds instead of 3. This was before I had ever thought about the 24 fatigue tokens being a limiting factor for the players. Even so, IMO, having only 13 or 12 fatigue tokens for the rest of the party wouldn't be enough of a handicap to offeset the OP-ness of the above strategy, especially in combination with something like acrobatic or Astarra Runewitch's ability.
In addition to fixing that potential problem, I think this makes the potions more balanced.
As a side note, Kevin has stated on the forums that Health Potions restoring 4 wounds is a good house-rule and probably should have been incorporated into the game (the 3 wounds was a carry over from Doom, where health was much more precious/important). I don't have a link to the discussion he chimed in on though, just memory...
-shnar
shnar said:
As a side note, Kevin has stated on the forums that Health Potions restoring 4 wounds is a good house-rule and probably should have been incorporated into the game (the 3 wounds was a carry over from Doom, where health was much more precious/important). I don't have a link to the discussion he chimed in on though, just memory...
I vaguely remember that thread, too. It was a couple of incarnations of the message board ago, though, so I wouldn't be surprised if it's not even around to be linked anymore.