Some Balancing problems?

By tadyrius, in Descent: Journeys in the Dark

We play with 3 players.

1st) Rolling stone trap played in first few rounds most likely ends the game, you get 5 Questcounters, it will most likely kill the hero it`s used against and maybe if you get unlucky another one behind, meaning you lose, kinda sad..

2nd) 8 HP Heroes seem to die too often, being only worth 2 Quest-Markers most likely, it still hurts and in some way it`s frustrating, that the good armorred guys take only the blows the overlord couldn`t place elsewhere, as the monster run around you or simply want to aavoid the melee and run in straight directions to the 8 hp guy (bettter get a low chance to hit mr 8hp, than attack a good armored guy for 1-2 damage that won`t bother him..).

3rd) Dark Charm, most likely heroes focus on dealing good damage, to not get overrun and even when your gear gets better the damage you can deal get`s much better pushed than the damage absorb you get, this comes true at least for most heroes in a group.

Are you talking about JitD or RtL. I'm guessing not RtL. And if you are playing with 3 players, I assume you mean 1 Overlord and 2 Heroes.

If this is the case, play 1 Overlord and 4 Heroes - getting the hero players to play 2 each. The base quests are very difficult with 2 heroes, ok with 3 and a bit easy with 4. But then came treachery, which is a big + for the overlord.

With treachery and 4 heroes, I think the quests in JitD are ok (though I have only played a few of them).

Sometimes the heroes loose in the first area. Frustrating, but it can happen. The nice thing about an early OL win is that you can play again! :)

Yes, 8 health/2 CT heroes do die easy. They require different tactics than the tougher heroes.

tadyrius said:

We play with 3 players.

1st) Rolling stone trap played in first few rounds most likely ends the game, you get 5 Questcounters, it will most likely kill the hero it`s used against and maybe if you get unlucky another one behind, meaning you lose, kinda sad..

I had this problem with my group and just stopped using Rolling Stone.

tadyrius said:

2nd) 8 HP Heroes seem to die too often, being only worth 2 Quest-Markers most likely, it still hurts and in some way it`s frustrating, that the good armorred guys take only the blows the overlord couldn`t place elsewhere, as the monster run around you or simply want to aavoid the melee and run in straight directions to the 8 hp guy (bettter get a low chance to hit mr 8hp, than attack a good armored guy for 1-2 damage that won`t bother him..).

I agree with Rednek. The tactics of using a 8 hp character is much different. They are most likely ranged or magic users so stay away from the melee monsters. Most melee monsters have a speed of 4 so just stay out of their range of movement. This will force the OL to attack your stronger characters with them. Ranged and Magic characters can still hit you but if you keep your distance they may miss do to range and if they do hit it won't be nearly as strong. Or you draw them in closer and your strong Melee characters can finish them off easily. Fight the urge to just get in there and kill everything instanlty. Not every hero is Nanok or Thalia.

I've actually seen Lyssa (2 CT with 1 Melee trait) used effectively as a melee character. Even though she only has 1 Melee, she has a good speed and good fatigue. Using an axe, she would run in and deliver the killing blow on a big thing or a master beastman. But the trick is she never battled, she always moved. She would move to a position that would make another hero a more tempting target or run in to get a monster the OL thought was safe. Yes, she still died more than the other heroes, but she probably didn't cost the group any more CT than other heroes.