Saving Items and Skills in ordinary Descent

By maldrok, in Descent: Journeys in the Dark

Anyone having variations of rule for this purpose?
I want to save the items and skills that the heroes get from quest to quest, as you do in Road to Legend, but for the ordinary Descent.

This comes up a lot. There is no good way to do it, and there never will be. Even if you found some magical set of adjustments that keep the difficulty reasonable "overall" (which is amazingly hard), the early part of every quest after the first would still be a cakewalk for the heroes, because if you have gold weapons when the quest expects you to have shop or copper, nothing is remotely challenging. Heck, lots of people think that nothing is ever challenging for heroes with gold treasures, even when the quest does expect you to have them.

You could let the heroes start with the same characters and the same 3 starting skills from quest to quest (while losing treasures, training, and any additional skills they purchase), but the best way to play is to just treat every quest as a stand-alone game, with a complete reset afterwards. Really .

If you want to play a campaign where the heroes and overlord both build up in power over time, play one of the extended campaign expansions. That's what they're for . They were created specifically because that doesn't work at all in the basic game.

I agree with Antistone, there really is no good way to do it.

The best I can think of is to devise some system of rules for "items breaking" as an excuse for why their gold weapons don't last forever, but even that would probably mess up game balance irrevocably. Either the heroes would get lucky and their items never break, in which case you're stuck with unstoppable heroes, or their items will break faster than anticipated and the heroes will be left naked amidst a hoard of monsters who will then slaughter them.

Even if you devise the perfect system for that, we still haven't dealt with training and skills, which can't really be taken away once a person has learned them. With those alone the heroes will get unilaterally more powerful until run out of training tokens and skill cards. An organized party of 4 should still be able to get at least 5 dice in one trait each, which is all they really need as long as it's their primary trait. Skills have no cap besides what you can afford (and what's in the deck) and a hero with 6+ skills is going to be messy no matter what they drew.

A lot of people wanted a continuous dungeon crawling experience, which is not what Descent was originally designed for. FFG responded by giving us the Advanced Campaigns. If you want to play the vanilla dungeons with the same progressive atmosphere, you should instead consider house rules to add the vanilla dungeons in place of the dungeon cards used by RtL/SoB. I'm not saying that would be easy either, but it at least has a slim chance of working as opposed to none at all.

Did anyone ever try Silver, Gold or Diamond monsters from RtL with the heros keeping their stuff in Vanilla quests?

This would be my first bet if I was to try something like the OP wants.

Too bad there is no good way to do it :/ well guys, thanks for the answears anyway