We finished our first campaign on Friday and are about to start our second one.
However, this time, we want to change a few things and ideally we would do this before we start.
Below is a list of the PROPOSED changes. Some are my idea, some are from other forum people. Some I havent yet decided what I am going to change it to, I just know it needs to change.
And before this thread descends into another flame war, I'm not saying you shouldnt post here if you disagree with something individually, but I dont want this thread to turn into another argument of "this is broken", "no its not", "oh yes it is", "he's behind you", etc.
There are lots of people who dont want to make changes - thats ok - whatever suits them. This thread is for the people who want to make changes, and to discuss what those changes should be. Opinions on all the below welcome
Skills
1. Rapid Fire
Change to only use once per main attack (i.e once on advance / guard, twice on a battle action)
- To bring in-line with the other cards which allow more attacks, and to stop the broken combo with gauntlets
2. Spiritwalker
Using the ability costs 1 fatigue.
- Even with the 5 space reduction, it is still one of the best skills out there. What reinforced this for me is having suffered it in our first campaign, when it came out as one of the skills of choice in our second campaign, the players chose it automatically - the other skills were good, but this one stands above the rest, and I think it will always be. I think Descent should be a bit more about choice, rather than "I've been lucky enough to draw this card, so I will take it because it is far better than the others"
3. Leadership
Use of the ability on the card costs 2 fatigue.
- Again, just a little rebalancing as the skill is very good.
4. Mata and Kata
Allow them to pick up coin piles.
- With the loss of potions in dungeon levels, this makes these guys pretty useless. Even with this change, they are still pretty rubbish but I cant think what else to do.
5. Telekenesis
Possible changes:
a) Not affect named monsters
b) Cost more fatigue for larger monsters
c) Need LOS (so cant bring people out of trees)
- I've not suffered this yet, but from what I read, it is even worse than Spiritwalker!
6. Unmovable
Costs 1 fatigue to use
- Just a bit too good.
Treachery Cards
1. Lone Golem
Changes possible to this card:
a) Change it to 1 treachery (Am convinced this was a misprint)
b) Change it to 1 Master & 1 Normal Golem
- Golems are pretty pathetic in general, and not much use in RtL.
2. Lone Troll
Change to 2 treachery
- Apparently, Trolls are a bit too good. Not sure about this one - based on others comments
3. Crushing Blow
OMG - This is one of the most broken cards in the game. Possible changes
a) Increase cost to 2 treachery
b) Only use 1 of the 2 cards provided (i.e you cant have 2 of them in your deck)
c) Have the item "damaged" and not destroyed, so the party have to go back to town to get it repaired
d) Something else
4. Poltergeist
Not sure about this card, but apparently it is a bit broken. I've not used it and wouldnt know how to change it apart from increasing the treachery cost to 2.
Other
1. Secret Training
This now gives a counter which adds 2 wounds and 1 fatigue. The normal counters (+4 wounds OR +2 fatigue) are unavailable
- Someone elses idea which I really like. Apparently, too much fatigue at silver / gold is way too good for the heroes
2. Humanoid Melee Monsters.
Possible changes
a) Increase their armour by +1 per campaign level beyond copper (i.e. +1 armor for Silver Humanoids, +2 for Gold and +3 for Diamond).
- At Silver and Gold level, the complete lack of speed and range for humanoids means they are sitting ducks.
b) Increase damage for the 4 space melee monsters by 1 per campaign level. (Trolls, Ogres, Giants)
- These ideas completely stolen from someone else
3. Leaders
All named monsters that receive an HP and armor bonus multiply that bonus by 2 at Silver level and 3 at Gold level. Thus, the Master Beastman with +8 wounds and +1 armor is actually (+16, +2) at Silver and (+24, +3) at Gold.
- Not sure about this. I like the idea, stole it from someone else, but not sure it will be too powerful since I've only played at Copper.
4. 'Other' equipment
Reduce the number of 'Other' items each Hero may equip from 2 to 1. Increase backpack space by 1 for each Hero.
- One of the main reasons the Heroes are so strong in RtL is that, unlike in 'normal' Descent, they are going to get a lot more treasure. What's more, the Other items carry over and retain their usefulness well into the next campaign level. This change reduces the power increase the Heroes can get from their equipment alone, and at the same time mitigates the Overlord's otherwise overpowering need to use Crushing Blow to keep the Heroes' equipment in check.
- Again, stolen the idea but like the reasoning behind it.
5. Using fatigue to move
Heroes cannot use more fatigue to move than their base movement.
- With the maps a lot smaller than vanilla, and the amount of extra fatigue available later in the campaign, heroes can just zip around killing everything easily (apparently)
6. Nanok
Maxiumum armour is equial to 4+Campaign level
- Apparently the character is broken with the right equipment. I've not suffered it yet but other groups seem to have just removed him from the character pool at the start.
7. Global Radius of effect
Reduce all abilities / powers / texts in the game that affect 3 squares to 2. (Command, Divine Retribution, etc)
- To be a bit more in-line with the other ranged things which have been halved for RtL. Maps are so much smaller and everything is so much more bunched together, it makes these things a bit too strong.
8. Staff of the Grave
Change the last line of the ability so that removal of Undying costs 1 (or maybe 2) surges to use.
- The item is by far the best treasure in the deck and needs a slight rebalance.
9. Lawlessness
Change so that it gives the Overlord free threat at the start of a non-Lt encounter (just not sure how many)
- Some people say this card is ok at the start, but in my campaign (and in some others), the heroes actually WANT an encounter, because it is easy XP and treasure. So this card becomes a negative thing. I think it needs to be changed so that it benefits the overlord no matter what the situation.
Well, thats about it for now. More changes I am going to make is to revamp a number of the dungeon levels, rejig the balance in the leaders available to take the bias away from Eldritch, and to add more stuff from AoD and WoD. Possibly also ToI, although I havent bought that yet.
Also, if I have missed something that you think needs changing, please let me know.