I have the conversion kit. Questions?

By any2cards, in Descent: Journeys in the Dark

Today, I picked up the conversion kit. I am about to open it and review the contents. If you have any questions, ask, and I will answer.

What hero's are what classes? Where did you get it?

Malicain said:

What hero's are what classes?

I assume you are asking what Archtype the heroes are. Here is the information:

Healer:

Andira Runehand
Aurim
Brother Gherinn
Brother Glyr
Ispher
Jonas the Kind
Okaluk and Rakash
Sahla
Elder Mok

Mage:

Jaes the Exile
Challara
Landrec the Wise
Lyssa
Mad Carthos
Master Thorn
Astarra
Shiver
Truthseer Kel
Zyla

Scout:

Arvel Worldwalker
Bogran the Shadow
Grey Ker
Kirga
Laurel of Bloodwood
Lindel
Red Scorpion
Ronan the Wild
Silhouette
Tatianna
Tetherys
Tobin Farslayer
Vyrah the Falconer

Warrior:

Corbin
Eliam
Hugo the Glorious
Karnon
Krutzbeck
Laughin Buldar
Lord Hawthorne
Modrog
Nanok of the Blade
Nara the Fang
One Fist
Sir Valadir
Steelhorns
Tahlia
Trenloe the Strong
Varikas the Dead

The conversion kit contains the following:

48 Hero Sheets

3 Familiar Cards

50 Monster Cards

1 Description Sheet explaining the purpose of the expansion, as well as containing a proof of purchase code.

Yes. Thank you kind sir.

You are welcome. I have been reading through all of the cards (Heroes, Familiars, and Monsters). The conversion of some of the abilities, heroic feats, etc. is quite interesting. hey are obviously too numerous to list, but if anyone has questions about specific Heroes/Familiars/Monsters, I would be happy to provide the details.

I don't know if you can say how you got the product, but how soon can we as regular consumers expect to get our hands on the kit? Hopefully next week?

I didn't do anything special. I had pre-ordered the game through a game store in Las Vegas called Little Shop of Magic (I did the same thing for Descent 2e). For whatever reason, this store seemed to get both pieces way before other places. I actually have had Descent 2e for almost 2 weeks now. I picked the conversion kit up today when the store opened at noon.

None of the equipment is converted?

Balls.

any2cards said:

I didn't do anything special. I had pre-ordered the game through a game store in Las Vegas called Little Shop of Magic (I did the same thing for Descent 2e). For whatever reason, this store seemed to get both pieces way before other places. I actually have had Descent 2e for almost 2 weeks now. I picked the conversion kit up today when the store opened at noon.

Lucky, lucky you. Well I hope I can see how my 1e converts over to 2e next week. Hope you have fun with your conversion kit this weekend.

hairballs said:

None of the equipment is converted?

Balls.

No official piece of information ever suggested that this would be the case.

Please tell us about a couple of monsters from the Conversion Kit that strike you as being particularly powerful and/or useful for the Overlord. What makes these creatures stand out to you?

what do we do with those proof of purchase tokens???

Ispher as a Healer is a bit surprising to me. I was expecting him to be a Scout or a Warrior. At first I thought they did it to even out the division of heroes, but counting them out, it doesn't seem like they're evenly divided among the archetypes at all. This isn't really a complaint, mind you, just a curious observation.

Questions:

- Are all/most of the 2e hero abilities basically an attempt to convert their 1e hero ability to 2e rules, or do some of them have entirely different abilities?

- In particular, I'm curious about Sir Valadir's heroic feat/hero ability, since the old "get two power dice for 1 fatigue" ability doesn't seem like it can apply in 2e. Likewise, Grey Ker's old ability can't really be translated to 2e rules in any comprehensible way. What's his new ability?

- Do the heroes strike you as all being relatively well balanced? Are there any who seem unusually weak or unusually strong? I realize you haven't had time to play them all extensively (or at all) yet, so this is mostly a question about your gut impulse rather than any kind of statistical analysis.

Steve-O said:

Ispher as a Healer is a bit surprising to me. I was expecting him to be a Scout or a Warrior. At first I thought they did it to even out the division of heroes, but counting them out, it doesn't seem like they're evenly divided among the archetypes at all. This isn't really a complaint, mind you, just a curious observation.

Questions:

- Are all/most of the 2e hero abilities basically an attempt to convert their 1e hero ability to 2e rules, or do some of them have entirely different abilities?

- In particular, I'm curious about Sir Valadir's heroic feat/hero ability, since the old "get two power dice for 1 fatigue" ability doesn't seem like it can apply in 2e. Likewise, Grey Ker's old ability can't really be translated to 2e rules in any comprehensible way. What's his new ability?

- Do the heroes strike you as all being relatively well balanced? Are there any who seem unusually weak or unusually strong? I realize you haven't had time to play them all extensively (or at all) yet, so this is mostly a question about your gut impulse rather than any kind of statistical analysis.

First, let me state at the outset that I have not played with any of the converted heroes or monsters as of yet, so you need to take any of my comments with a grain of salt. In addition, my memory isn't what it used to be, so I don't remember every D1e's hero's abilities perfectly. If necessary, I will pull out the D1e cards, but I will do my best to answer your questions.

In general, I think the designer of the game attempted to convert a hero's basic ability to fit within 2e's rules. It was impossible to do this across the board, due to rule changes, elimination of certain features, etc. I think this is the reason that certain heros were placed into certain Archtypes. I should point out, by the way, that the "within 3 spaces" is a constant theme on the Heroes. I think in general it has the possibility of making some of these feats pretty strong as the maps themselves are relatively small.

I believe Ispher was made a hero due to the nature of his ability (ability of being immune and/or ability to recover health, etc.).

Let's look at some examples:

Ispher:

In D1e, Ispher's ability was "At the start of the turn, Ispher recovers 1 wound. Ispher is immune to poison". In D2e, Ispher's Hero Ability is "You cannot be Poisoned. At the start of your turn, recover 1 Heart". His Heroic Feat is "Action: Recover all Hearts".

Sir Valadir:

In D1e, Sir Valadir's ability was "When Sir Valadir spends fatigue to add dice to an attack roll, he adds 2 power dice instead of 1 (up to the normal limit of 5 power dice)". In D2e, Sir Valadir's Hero Ability is "Once per turn, after dice are rolled, you may suffer 1 Fatigue to add 1 Surge to your attack roll". His Heroic Feat is "Action: Suffer any amount of Hearts. An adjacent hero recovers the same amount of hearts". So, his hero ability is somewhat similar in that he spends/suffers fatigue to gain a benefit, but interestingly, for a Warrior, his Heroic Feat has more to do with healing.

Grey Ker:

In D1e, Grey Ker's ability was "Grey Ker can change his declared action during his turn as long as his total movement and attacks during the turn do not exceed those allowed by his new action". In D2e, Grey Ker's Hero Ability is "If you perform only 1 action on your turn, then later this round you may take a second turn, during which you receive only 1 action. Your second turn must be taken after a hero's turn and before the overlord's turn". His Heroic Ability is "Use at the start of your turn to immediately perform 1 free action. This is in addition to your 2 actions on your turn". I think the combination of these two is an admirable attempt to convert his D1e's ability to fit within D2e's rules.

As for how balanced they are, that is a good question. There are some heroes and particularly some monsters that strike me as fearsome, and given the size of the maps and the new rules in general, I am not all that certain I am looking forward to playing against them.

For example, some heroes are given free movement points in addition to the two actions they take. I think this could be powerful combination. Some hero's have Heroic Feats that require them to test a certain attribute. If they pass, any monsters within 3 spaces are impacted in some way. There are several Hero's whose Hero Ability and Heroic Feats allow them to not only help themselves, but help other heroes either adjacent or within 3 spaces of themselves.

Zyla's abilities are interesing. Her Hero Ability is "You ignore all figures and terrain while moving. You must end your movement in an empty space". Okay, that is a simple conversion of the Fly ability. Her Heroic Feat is "Use before any figure is activated. Remove your figure from the map and place a hero token in your space. At the start of your next turn, replace the hero token with your figure." So, at perhaps a critical juncture, right before say the OL activates some monsters, you remove Zyla from the map, basically making her invulnerable. A somewhat interesting coversion of Ghost.

Monsters:

Some basic abilities were converted nicely. Take the Bane Spiders. They have something called Cocoon. Action: Each hero adjacent to this monster must test an attribute. Each hero that fails is Immobilized.

Some have been made stronger in ways. Take Blood Apes. Action: Leap Attack: This monster may move its Speed, ignoring enemy figures as it does so. When it finishes its movement, perform a single attack that targets each figure this monster moved through. Each figure rolls defense dice separately. Limit once per turn. Now it can do a leap without moving in a straight line. Further, if you were to dash this monster, I could see the ability of hitting all heroes at once.

Some are just different. Take Dark Priests. Action: Dark Prayer: Each hero within 3 spaces of this monster must test an attribute. Each hero that fails suffers fatigue. Action: Heal: Choose a monster within 3 spaces of this monster and roll 1 red power die. That monster recovers Hearts equal to the Hearts rolled.

*** NOTE ***

Several times above I mentioned a figure having to test an attribute. Since I didn't memorize yet what each symbol was, I just said attribute, but there were specific ones mentioned.

This is fascinating stuff any2cards ; thanks so much for sharing!

I am so excited for my Conversion Kit…it's sad, really…

Dionysos said:

Please tell us about a couple of monsters from the Conversion Kit that strike you as being particularly powerful and/or useful for the Overlord. What makes these creatures stand out to you?

Dionysos said:

Please tell us about a couple of monsters from the Conversion Kit that strike you as being particularly powerful and/or useful for the Overlord. What makes these creatures stand out to you?

Okay, here's a quick preview:

First, I think the Beastman is somewhat weaker. Command has been changed to read the following: "Each minion within 3 spaces of this monster may reroll 1 die on each of its attacks. Each minion may only benefit from one monster with Command at a time". So, if you roll/re-roll well, you may do better damage, but in the past Command always guaranteed additional damage. Further, Command no longer stacks, so I think this is a significant decrease in its ability. Ravage on the other hand reads as follows "Both of this monster's actions on a turn may be attack actions". Does this balance things? Not sure.

Blood Apes are far more valuable to me.It also has Ravage. In addition it has: Action: Leap Attack: This monster may move its Speed, ignoring enemy figures as it does so. When if finishes its movement, perform a single attack that targets each figure this monster moved through. Each figure rolls defense dice separately. Limit once per turn. Now you no longer have to leap in a straight line. Further, imagine if you use dash on this monster. You could eaily attack all heroes with a single monster attack.

Chaos Beasts are interesting. Morph: When this monster attacks, it uses the dice of a figure (overlord's choice) in its line of sight. If a hero is chosen, the overlord may choose which of the hero's equipped weapons to use. The monster cannot use any of the figure's other abilities, just the dice. Obviously, this is almost Dark Charmish in a way. If a particular hero has a very good weapon, Chaos Beasts good do some serious damage. I realize that the focus of D2e is not necessarily damaging and/or killing heroes, but still …

Ferrox. Action: Leech: Choose a hero adjacent to this monster. That hero must test an attribute. If he fails, roll 1 yellow power die. The hero suffers 1 fatigue per heart rolled, and this monster recovers 1 heart per fatigue suffered.

Hellhounds are potentially far more dangerous. Aura 1. Spend a surge for Fire Breath: Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rolls defense dice separately. Spend a surge for Pierce X. Now breath attacks no longer conform to a specific template. It will be far harder for the hero's to plan to avoid it, as it can take any path (zigzagging, etc.).

Ice Wyrm's could be particualrily bad. Swallow: If a hero is defeated by this monster, remove his hero token from the map and place it on this monster's base. The hero cannot be revived until the monster is defeated, at which point his hero token is placed in one of this monster's spaces.

Kobold's are kind of funny. Scamper: This monster may move through spaces containing heroes. Split (Master): When this monster is defeated, replace it with 2 minions of the same type in the closest available empty spaces, ignoring group limits.

Medusas could be bad. Spend a surge Immobilize: If this attack deals at least 1 heart (after the defense roll), the target is immobilized. Spend a surge: Poison: If this attack deals at least 1 heart (after the defense roll), the target is Poisoned. Spend a surge Stun: If this attack deals at least 1 heart (after the defense roll), the target is stunned.

Some monster abilities have been modified to fit within the new game. Some masters are Undying. When they are defeated, a minion automatically pops up in his place, ignoring group limits. Some masters have Bash. Action: Bash: Choose an adjacent hero. That hero must test his Awareness attribute. If he fails, he suffers 3 hearts. Some monsters are stealthy. Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss.

This is the stuff off of the top of my head, although I referenced the cards for the specific text. Hoep that provides some interesting insight.

By the way, since I had the cards out, here are the 3 familiars that come with the game: uhhh … wait … let me get my **** glasses on some I can read the microscopic print …

Skye: Speed: 5 Hearts: None Shield: None Belongs to: Vyrah the Falconer

When moving, Skye ignores all figures and terrain. You may force a single monster adjacent to Skye to reroll 1 defense die or 1 attack die. If you do, remove Skye from the map.

Pico: Speed: None Hearts: None Shield: None Belongs to: Ronan of the Wild

Pico is never placed on the map. Heroes may carry Pico by placing his token on their Hero sheet. A monster may only target a hero carrying Pico for an attack if there are no other heroes closer to that monster and in its line of sight.

Brightblaze: Speed: 4 Hearts: None Shield: None Belongs to: Challara

Each attack targeting a monster adjacent to Brightblaze gains Pierce 1.

fitsou said:

what do we do with those proof of purchase tokens???

The prevailing (or perhaps just my) theory is that you may need to provide those codes when asking for a replacement of a damaged piece, or a piece missing, etc.

Awesome. Thanks for sharing!

Karnon's stats / powers?

Demon and Dragon's stats / powers?

jwdenzel said:

Awesome. Thanks for sharing!

Karnon's stats / powers?

Demon and Dragon's stats / powers?

In D2e:

Karnon Archtype: Warrior Speed: 4 Hearts: 14 Fatigue: 3 Defense: Grey Die

Willpower: 2 Might: 6 Knowledge: 1 Awareness: 2

Hero Ability: Each time a monster attacks you, after rolling the dice, you may suffer 1 fatigue to cancel 1 surge rolled on the attack

Heroic Feat: Action: Choose a minion monster adjacent to you and roll the blue attack die. If you roll an X, you miss. Otherwise, that monster is

defeated. Regardless of the outcome, you suffer 1 fatigue.

Demon Lord: Range Traits: Hot, Cursed Reinforce: 2 Heroes: 1,0 3 Heroes: 0,1 4 Heroes: 1,1

Act I: Normal Minion: Speed; 3 Hearts: 6 Defense: 2 Grey Dice Attack: Blue Yellow Sorcery 2 Surge: Wither

Master: Speed: 3 Hearts: 9 Defense: 2 Grey Dice Attack: Blue Yellow Aura 1 Sorcery 3 Surge: Wither

Act II: Normal Minion: Speed: 3 Hearts: 8 Defense: 2 Grey Dice Attack: Blue Yellow Yellow Sorcery 2 Surge: Wither

Master: Speed: 3 Hearts: 12 Defense: 2 Grey Dice Attack: Blue Red Yellow Aura 1 Sorcery 3 Surge: Wither

Aura 1: Each time a hero enters a space adjacent to this monster, that hero suffers 1 heart

Sorcery X: After making an attack roll, this monster may convert up to X range to hearts, or up to X hearts to range

Surge: Wither: The target suffers 1 fatigue

Crypt Dragon: Range Traits: Dark, Cursed Reinforce: 2 Heroes: 1,0 3 Heroes: 0,1 4 Heroes: 1,1

Act I: Normal Minion: Speed: 3 Hearts: 5 Defense: 2 Grey Dice Attack: Blue Yellow Surge: Blast Surge: +2 Hearts

Master: Speed: 3 Hearts: 7 Defense: 2 Grey Dice Attack: Blue Yellow Action: Cause Fear Surge: Blast Surge: +2 Hearts

Act II: Normal Minion: Speed 3 Hearts: 6 Defense: Black Grey Attack: Blue Red Yellow Surge: Blast Surge: +2 Hearts

Master: Speed: 3 Hearts: 10 Defense: Black Grey Attack: Blue Red Yellow Action: Cause Fear Surge: Blast Surge: +2 Hearts

Action: Cause Fear: Choose a hero adjacent to this monster. That hero must test Willpower, If he fails, he moves 2 spaces directly away

from thsi monster and is Immobilized.

Surge: Blast: This attack affects all figures adjacent to the target space.

*** Note ***: I think there could be an issue with the Cause Fear language which states: "… he moves 2 spaces directly away from this monster …". I am going to assume that we are going to play this that if there are multiple directions that are "directly away", then the overlord gets to choose which direction.

What are Landrec the Wise's stats and abilities? I'll be playing the Runemaster in an upcoming campaign and trying to select a character!…

any2cards said:

Some monsters are stealthy. Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss.

Does this include melee attacks?

Also, how are Burn, Frost and Daze implemented?

Thanks for all the info. How does the sorcerers' Summon ability work?

Titeman said:

What are Landrec the Wise's stats and abilities? I'll be playing the Runemaster in an upcoming campaign and trying to select a character!…

Landrec the Wise Archtype: Mage

Speed: 3 Hearts: 10 Fatigue: 4 Defense: Brown Die

Willpower: 3 Might: 1 Knowledge: 5 Awareness: 2

Hero Ability: Each time you attack and do not roll at least 1 surge, gain 1 surge.

Heroic Feat: Use when performing an attack, before rolling dice. This attack gains: 2 surges: +5 hearts