Six noobie rules questions

By Mordjinn, in Descent: Journeys in the Dark

Since these got buried in the one of the longer threads about something else, I did a copy/paste-bump.

All help greatly appreciated. All questions are about basic box only.

1. When a hero is stunned, can they still use fatigue to move (and then attack)? What about if they are webbed?

2. Is it really so that the overlord starts with zero threat?

3. Three skills on heroes feels like really strong starting combo. Is it really that they pick three and can discard one to pick a new one, but have to keep that one?

4. Can flying monsters stop (and attack) while standing on a pit?

5. What in your opinion makes more balanced and more fun game, randomly picking the characters or choosing them?

6. Is +2 fatigue and marksman a super combo of skills or is the first quest so easy that it just feels like it?

Mordjinn said:

Since these got buried in the one of the longer threads about something else, I did a copy/paste-bump.

All help greatly appreciated. All questions are about basic box only.

1. When a hero is stunned, can they still use fatigue to move (and then attack)? What about if they are webbed?

2. Is it really so that the overlord starts with zero threat?

3. Three skills on heroes feels like really strong starting combo. Is it really that they pick three and can discard one to pick a new one, but have to keep that one?

4. Can flying monsters stop (and attack) while standing on a pit?

5. What in your opinion makes more balanced and more fun game, randomly picking the characters or choosing them?

6. Is +2 fatigue and marksman a super combo of skills or is the first quest so easy that it just feels like it?

1. Stunned, yes (stun only cuts down your declaration options). Web, no (web prevents you from spending MP and fatigue is spent to give you MP, which you then can't spend...).

2. Yes. He can still discard some of his starting cards for threat at any time.

3. They draw three (randomly, from the appropriate decks), not pick three. Then having seen the three they drew, they can discard one of them for another random draw from the same deck as the discarded card.

4. No reason why not. Arguably their LOS is restricted still as fly only helps them with movement type effects, but figures in a pit can still see all adjacent spaces as per the FAQ.

5. IMO the best balance is to draw a selection of heroes to choose from - the AC system of each hero 'slot' draws three hero cards and must choose one of them. That prevents players from being stuck with terrible heroes they hate and gives the party balancing options instead of being stuck with 3 heroes of the same type, but prevents the same heroes being used every time and sometimes creates interesting balance choices for the heroes.

6. Not a particularly powerful combo at all. In fact, it isn't a 'combo' really as they don't complement each other in any way really. Now Knight + Unmoveable, Swift + Acrobat, Cleaving + Vampiric Blood or Skilled + Rapid Fire - those are combos!
The first quest is just extremely easy. As is the second quest if the heroes figure out how to play the game properly. From about the fourth quest on IIRC they start getting a bit harder.

Excellent answers. Clarified many things. And yes, I chose the wrong word in question number 3. we did draw the three cards, not pick.