Final Battle Question

By solmead1, in Descent: Journeys in the Dark

I will be starting my first game of rtl this weekend. The only thing is I am bothered by the fact that the game ubruply ends once you hit a certain conquest token amount with a grand battle. Has anyone come up with a way to maybe allow the heroes to attempt to enter the overloads keep anytime they want, treat the first four floors like a normal dungeon level (with the ability to flee) and on the fifth level if the heroes all die they end up in the capitol city just like on an outdoor encounter.

My thought is too offset the heroes keep trying too much that for each previous attempt that the heroes have done, the overload gets one power card of his choice (from the deck put together when the heroes started the dungeon) automatically out in play and not counting toward the power card limit.

That way the only way for the overload to win then is to raize the capitol or to comlete the plot (if doing asencion, or the blot out the sun plots)

The only way for the players to win is to defeat the overload.

What do you all think?

solmead said:

I will be starting my first game of rtl this weekend. The only thing is I am bothered by the fact that the game ubruply ends once you hit a certain conquest token amount with a grand battle. Has anyone come up with a way to maybe allow the heroes to attempt to enter the overloads keep anytime they want, treat the first four floors like a normal dungeon level (with the ability to flee) and on the fifth level if the heroes all die they end up in the capitol city just like on an outdoor encounter.

My thought is too offset the heroes keep trying too much that for each previous attempt that the heroes have done, the overload gets one power card of his choice (from the deck put together when the heroes started the dungeon) automatically out in play and not counting toward the power card limit.

That way the only way for the overload to win then is to raize the capitol or to comlete the plot (if doing asencion, or the blot out the sun plots)

The only way for the players to win is to defeat the overload.

What do you all think?

This would appear to rule out the third OL plot?

It is already the case that the only way the Heroes can win is to kill the OL.

It is already the case that the most likely way for the OL o win is to raze Tamalir or to complete his plot.

So it seems that the only thing you achieve here is for the heroes to have a repeating end game which simply gets harder and harder every time they fail (if they fail).

Why?

Solmead, my recommendation is to play through the first campaign as-is. Currently there is a lot of buzz that the final battle tends to be a cake walk for the heroes, so you may find that your idea is moot.