I have the conversion kit. Questions?

By any2cards, in Descent: Journeys in the Dark

Bleached Lizard said:

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?

Normally, the only melee attack that implies range is one with reach. I am not sure what happens when say a Warrior archtype with a melee weapon attempts to attack a Deep Elf or a Wendigo (the only monsters that are stealthy). I guess you would now need a range on the dice roll of 4 (assuming being adjacent requires a range of 1).

The blue attack die has the follow sides:

x,2,3,4,5,6

So, in just using the blue die, a melee attack against a stealthy monster would basically fail half the time. The only other die which can add range is the yellow die which has range on 3 sides (1,1,2).

This is going to bring up a very interesting debate indeed.

As for Burn, Frost, and Daze, I am not sure what you are asking. None of the converted monsters do any of this damage. The closest thing would be the Ice Wyrms which have Freezing. Each time a hero enters a space adjacent to this monster, that hero suffers 1 fatigue.

Dionysos said:

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

Sorcerer: Action: Summon: Choose a minion within 3 spaces of this monster. Place that minion in an empty space adjacent to this monster.

Thanks for all the input about these conversions any2cards! I was wondering if you could help me out with my worksheet for forum gameplay. I've made up an excel sheet to keep track of cards and such for the game, but did not have the Heros filled out yet for use with the Conversion kit (my FLGS is taking its sweet time in getting the kit). Any chance you could email me to assist with this? :) If not, no worries at all, I should (hopefully) get the kit later this week. If you can, email me at [email protected] . Thanks in advance!

Need to clarify on his ability. Do he gain the health and fatigue on the following situation?

1) When heroes within 3 spaces on him stand up and gain the health/fatigue by rolling the 2 red dice?

2) Passive ability of Varikas The Dead? Do Mok gain the fatigue as well?

3) Health pot and fatigue pot drink by heroes?

4) Surges used by other heroes to recover fatigue during attack?

5) Heals receives by other heroes 3 spaces away from him?

6) Any other abilities or skill that trigger by other heroes which leads to recover of health and fatigue.

Also the ability does not mention once per turn so I believe this can trigger multiple times. And if all the situation I mention above can trigger his ability, I think he can be officially crown as the King of Leech. LOL!

any2cards said:

Bleached Lizard said:

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?

Normally, the only melee attack that implies range is one with reach. I am not sure what happens when say a Warrior archtype with a melee weapon attempts to attack a Deep Elf or a Wendigo (the only monsters that are stealthy). I guess you would now need a range on the dice roll of 4 (assuming being adjacent requires a range of 1).

The blue attack die has the follow sides:

x,2,3,4,5,6

So, in just using the blue die, a melee attack against a stealthy monster would basically fail half the time. The only other die which can add range is the yellow die which has range on 3 sides (1,1,2).

This is going to bring up a very interesting debate indeed.

As for Burn, Frost, and Daze, I am not sure what you are asking. None of the converted monsters do any of this damage. The closest thing would be the Ice Wyrms which have Freezing. Each time a hero enters a space adjacent to this monster, that hero suffers 1 fatigue.

You don't need range for any kind of melee attack, whether it uses Reach or not. But the wording implies that you still need to roll at least 3 range on a melee attack to hit your target (which I actually quite like).

So what are the Deep Elf and Lava Beetle's full list of abilities?

And also the Ferrox (for Bleed)…?

any2cards said:

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.

Oooof, that is nasty. Could lead to a situation where the heroes auto lose if it swallows all the heroes. Or is it limited to one hero like the previous version of swallow?

First of all! No one can answer that?

fitsou said:

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

Second

i have only the 2nd edition is it worth it to buy the kit?

fitsou said:

First of all! No one can answer that?

fitsou said:

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

Second

i have only the 2nd edition is it worth it to buy the kit?

No - the conversion kit allows you to use the plastic from the 1st edition. Unless you have a load of minitures you want to use to substitute those.

Bleached Lizard said:

You don't need range for any kind of melee attack, whether it uses Reach or not. But the wording implies that you still need to roll at least 3 range on a melee attack to hit your target (which I actually quite like).

So what are the Deep Elf and Lava Beetle's full list of abilities?

Deep Elf:

Melee Traits: Dark, Cave Reinforcement: 2 Heroes: 1,0 3 Heroes: 0,1 4 Heroes: 1,1

Act I: Normal Minion: Speed: 5 Hearts: 7 Defense: Brown Die Attack: Blue Yellow

Stealthy Pierce 2 Surge: +1 Heart

Master: Speed: 5 Hearts: 9 Defense: Brown Die Atttack: Blue Yellow

Stealthy Pierce 4 Surge: +1 Heart

Act II: Normal Minion: Speed: 5 Hearts: 8 Defense: Grey Die Attack: Blue Yellow

Stealthy Pierce 2 Surge: +2 Hearts

Master: Speed: 5 Hearts: 10 Defense: Grey Die Attack: Blue Yellow

Stealthy Pierce 4 Surge: +2 Hearts

Stealthy: Each attack that targets this monster must roll 3 additional range beyond the normally required amount of the attack is a miss.

Pierce X: This attack ignores X shields rolled on the defense dice.

Ferrox:

Melee Traits: Cave, Water Reinforcement: 2 Heroes: 1,1 3 Heroes: 2,1 4 Heroes: 3,1

Act I: Normal Minion: Speed: 4 Hearts: 4 Defense: Grey Die Attack: Blue Red

Surge: Disease Surge: Pierce 2

Master: Speed: 4 Hearts: 5 Defense: Grey Die Attack: Blue Red

Action: Leech Surge: Disease Surge: Pierce 2

Act II: Normal Minion: Speed: 4 Hearts: 5 Defense: Grey Brown Dice Attack: Blue Red Yellow

Surge: Disease Surge: Pierce 3

Master: Speed: 4 Hearts: 8 Defense: Defense: Grey Brown Dice Attack: Blue Red Yellow

Action: Leech Surge: Disease Surge: Pierce 3

Action: Leech: Choose a hero adjacent to this monster. That hero must test Might. 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.

Surge: Disease: If this attack deals at least 1 heart (after the defense roll), the target is diseased.

Surge: Pierce X: This attack ignores X shields rolled on the defense dice.

Lava Beattle:

Range Traits: Hot, Cave Reinforcement: 2 Heroes: 1,1 3 Heroes: 2,1 4 Heroes: 3,1

Act I: Normal Minion: Speed: 3 Hearts: 3 Defense: Grey Die Attack: Blue Red

Surge: Blast Surge: +1 Heart

Master: Speed: 3 Hearts: 5 Defense: Grey Die Attack: Blue Red

Blast Surge: +1 Heart

Act II: Normal Minion: Speed: 3 Hearts: 5 Defense: Grey Die Attack: Blue Red

Surge: Blast Surge: +2 Hearts

Master: Speed: 3 Hearts: 7 Defense: Defense: Grey Die Attack: Blue Red Yellow

Blast Surge: +2 Hearts Surge: +1 Heart

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

Note: Master lava beetles do not need a surge for this ability; their attacks may always have Blast.

Sausageman said:

any2cards said:

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.

Oooof, that is nasty. Could lead to a situation where the heroes auto lose if it swallows all the heroes. Or is it limited to one hero like the previous version of swallow?

There is no indication on the card that states it is limited to only 1 hero. Going strictly by the card, I guess as long as the Ice Wyrm defeats heroes, it could swallow them all.

Hey what is Bogran the Shadow's abilities?

Sausageman said:

fitsou said:

First of all! No one can answer that?

fitsou said:

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

Second

i have only the 2nd edition is it worth it to buy the kit?

No - the conversion kit allows you to use the plastic from the 1st edition. Unless you have a load of minitures you want to use to substitute those.

I don't see why you can't use the CK even if you don't have D1e. Just use your D2e hero tokens as generics.

What is the highest fatigue and health among all heroes?

I have 2 questions both about hero's.

First, is Varikas the same as his preview here:

boardgamegeek.com/image/1336828/descent-journeys-in-the-dark-second-edition-conv

his Heroic Feat appears abusively good. OL basically has no reason to really ever attack you.


Secondly are there any charecters with really unique stats like a starting black defense die, 18 health, or like a 6 in an attribute, speed, or fatigue

cbarchuk said:

Hey what is Bogran the Shadow's abilities?

Bogran the Shadow:

Archtype: Scout

Speed: 4 Hearts: 10 Fatigue: 4 Defense: Grey Die

Willpower: 3 Might: 2 Knowledge: 2 Awareness: 4

Hero Ability: Each time you attack a monster adjacent to another hero, your attack gains +1 heart.

Heroic Feat: Action: Perform an attack, then place a hero token in your space and remove your figure from the map. At the start of your next turn, replace the hero token with your figure.

any2cards said:

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.

I don't have the card in front of me, but I don't think you're right about Dash with Blood Apes. If I remember correctly, it allows a monster to take an additional move in addition to its two normal actions. Leap Attack is a special action, not a move (though it involves moving), and therefore could not be taken using Dash.

Draffut said:

I have 2 questions both about hero's.

First, is Varikas the same as his preview here:

boardgamegeek.com/image/1336828/descent-journeys-in-the-dark-second-edition-conv

his Heroic Feat appears abusively good. OL basically has no reason to really ever attack you.

Verika's heroic feat seems sort of situational to me. For one, there aren't very many quests where the overlord's objective is to actually defeat the heroes, usually you are damaging them to slow them down (and the ability is useless for the final showdown), and with three fatigue and speed Varikas is already slow and as OL you are already likely to be targeting other less armored players anyway.

Personally I think he'd make a terrible beserker since I'd just ignore him as OL by staying out of range of his melee weapon with most of my monsters while using cards and conditions to slow him down further while trying to knockout the other players instead. He'd make a good knight though, but still not overpowered in my opinion, especially since it is only once per encounter and you still get the OL card for knocking him down.

I'm curious as to how they translated Arvel Worldwalker into second edition.

ZXTR said:

What is the highest fatigue and health among all heroes?

ZXTR said:

What is the highest fatigue and health among all heroes?

Ok, since I am bored (waiting for friends to come over the play the game), here is some analysis of the D1e converted hero stats:

Archtype: Warrior - 16 heroes

The highest speed is: 5 The slowest speed is: 3 The average speed is: 3.625

The highest hearts is: 14 The lowest hearts is: 10 The average hearts is: 12.375

The highest fatigue is: 5 The lowest fatigue is: 3 The average fatigue is: 3.4375

13 use a grey defense die, 1 uses a brown defense die, 2 use a black defense die

The highest Willpower is: 4 The lowest Willpower is: 2 The average Willpower is: 2.8125

The highest Might is: 6 The lowest Might is: 3 The average Might is: 4.0625

The highest Knowledge is: 3 The lowest knowledge is: 1 The average Knowledge is: 1.75

The highest Awareness is: 4 The lowest Awareness is: 1 The average Awareness is: 2.375

Archtype: Healer - 9 Heroes

The highest speed is: 5 The slowest speed is: 2 The average speed is: 3.333

The highest hearts is: 12 The lowest hearts is: 8 The average hearts is: 9.777

The highest fatigue is: 5 The lowest fatigue is: 3 The average fatigue is: 3.777

All 9 use a grey defense die

The highest Willpower is: 4 The lowest Willpower is: 3 The average Willpower is: 3.444

The highest Might is: 4 The lowest Might is: 1 The average Might is: 2.222

The highest Knowledge is: 4 The lowest knowledge is: 1 The average Knowledge is: 2.888

The highest Awareness is: 3 The lowest Awareness is: 2 The average Awareness is: 2.444

Archtype: Mage - 10 Heroes

The highest speed is: 5 The slowest speed is: 3 The average speed is: 4.000

The highest hearts is: 12 The lowest hearts is: 8 The average hearts is: 9.000

The highest fatigue is: 5 The lowest fatigue is: 3 The average fatigue is: 4.200

9 use a grey defense die, 1 uses a brown defense die

The highest Willpower is: 4 The lowest Willpower is: 2 The average Willpower is: 2.900

The highest Might is: 3 The lowest Might is: 1 The average Might is: 1.600

The highest Knowledge is: 5 The lowest knowledge is: 3 The average Knowledge is: 4.000

The highest Awareness is: 4 The lowest Awareness is: 1 The average Awareness is: 2.500

Archtype: Scout - 13 Heroes

The highest speed is: 5 The slowest speed is: 4 The average speed is: 4.307

The highest hearts is: 12 The lowest hearts is: 8 The average hearts is: 10.154

The highest fatigue is: 5 The lowest fatigue is: 3 The average fatigue is: 4.077

All 13 use a grey defense die

The highest Willpower is: 4 The lowest Willpower is: 1 The average Willpower is: 2.308

The highest Might is: 3 The lowest Might is: 2 The average Might is: 2.692

The highest Knowledge is: 3 The lowest knowledge is: 1 The average Knowledge is: 2.231

The highest Awareness is: 5 The lowest Awareness is: 3 The average Awareness is: 4.000


Draffut said:

I have 2 questions both about hero's.

First, is Varikas the same as his preview here:

boardgamegeek.com/image/1336828/descent-journeys-in-the-dark-second-edition-conv

his Heroic Feat appears abusively good. OL basically has no reason to really ever attack you.


Secondly are there any charecters with really unique stats like a starting black defense die, 18 health, or like a 6 in an attribute, speed, or fatigue

Yes that is the correct card and stats for Varikas.

See my post which shows max, min, and average for all of the converted heroes by archtype.

any2cards said:

ZXTR said:

What is the highest fatigue and health among all heroes?

ZXTR said:

What is the highest fatigue and health among all heroes?

Ok, since I am bored (waiting for friends to come over the play the game), here is some analysis of the D1e converted hero stats:

Archtype: Warrior - 16 heroes

The highest speed is: 5 The slowest speed is: 3 The average speed is: 3.625

The highest hearts is: 14 The lowest hearts is: 10 The average hearts is: 12.375

The highest fatigue is: 5 The lowest fatigue is: 3 The average fatigue is: 3.4375

13 use a grey defense die, 1 uses a brown defense die, 2 use a black defense die

The highest Willpower is: 4 The lowest Willpower is: 2 The average Willpower is: 2.8125

The highest Might is: 6 The lowest Might is: 3 The average Might is: 4.0625

The highest Knowledge is: 3 The lowest knowledge is: 1 The average Knowledge is: 1.75

The highest Awareness is: 4 The lowest Awareness is: 1 The average Awareness is: 2.375

Archtype: Healer - 9 Heroes

The highest speed is: 5 The slowest speed is: 2 The average speed is: 3.333

The highest hearts is: 12 The lowest hearts is: 8 The average hearts is: 9.777

The highest fatigue is: 5 The lowest fatigue is: 3 The average fatigue is: 3.777

All 9 use a grey defense die

The highest Willpower is: 4 The lowest Willpower is: 3 The average Willpower is: 3.444

The highest Might is: 4 The lowest Might is: 1 The average Might is: 2.222

The highest Knowledge is: 4 The lowest knowledge is: 1 The average Knowledge is: 2.888

The highest Awareness is: 3 The lowest Awareness is: 2 The average Awareness is: 2.444

Archtype: Mage - 10 Heroes

The highest speed is: 5 The slowest speed is: 3 The average speed is: 4.000

The highest hearts is: 12 The lowest hearts is: 8 The average hearts is: 9.000

The highest fatigue is: 5 The lowest fatigue is: 3 The average fatigue is: 4.200

9 use a grey defense die, 1 uses a brown defense die

The highest Willpower is: 4 The lowest Willpower is: 2 The average Willpower is: 2.900

The highest Might is: 3 The lowest Might is: 1 The average Might is: 1.600

The highest Knowledge is: 5 The lowest knowledge is: 3 The average Knowledge is: 4.000

The highest Awareness is: 4 The lowest Awareness is: 1 The average Awareness is: 2.500

Archtype: Scout - 13 Heroes

The highest speed is: 5 The slowest speed is: 4 The average speed is: 4.307

The highest hearts is: 12 The lowest hearts is: 8 The average hearts is: 10.154

The highest fatigue is: 5 The lowest fatigue is: 3 The average fatigue is: 4.077

All 13 use a grey defense die

The highest Willpower is: 4 The lowest Willpower is: 1 The average Willpower is: 2.308

The highest Might is: 3 The lowest Might is: 2 The average Might is: 2.692

The highest Knowledge is: 3 The lowest knowledge is: 1 The average Knowledge is: 2.231

The highest Awareness is: 5 The lowest Awareness is: 3 The average Awareness is: 4.000


wow, no hero at all has a 5 willpower. Pretty interesting that 2 champs start with black defense though as that makes them extremely tough. And one warrior uses a Brown defense? Wierd, must have a defensive feat to comphensate.

CrazyJ said:

Draffut said:

I have 2 questions both about hero's.

First, is Varikas the same as his preview here:

boardgamegeek.com/image/1336828/descent-journeys-in-the-dark-second-edition-conv

his Heroic Feat appears abusively good. OL basically has no reason to really ever attack you.

Verika's heroic feat seems sort of situational to me. For one, there aren't very many quests where the overlord's objective is to actually defeat the heroes, usually you are damaging them to slow them down (and the ability is useless for the final showdown), and with three fatigue and speed Varikas is already slow and as OL you are already likely to be targeting other less armored players anyway.

Personally I think he'd make a terrible beserker since I'd just ignore him as OL by staying out of range of his melee weapon with most of my monsters while using cards and conditions to slow him down further while trying to knockout the other players instead. He'd make a good knight though, but still not overpowered in my opinion, especially since it is only once per encounter and you still get the OL card for knocking him down.

I'm curious as to how they translated Arvel Worldwalker into second edition.

CrazyJ said:

Draffut said:

I have 2 questions both about hero's.

First, is Varikas the same as his preview here:

boardgamegeek.com/image/1336828/descent-journeys-in-the-dark-second-edition-conv

his Heroic Feat appears abusively good. OL basically has no reason to really ever attack you.

Verika's heroic feat seems sort of situational to me. For one, there aren't very many quests where the overlord's objective is to actually defeat the heroes, usually you are damaging them to slow them down (and the ability is useless for the final showdown), and with three fatigue and speed Varikas is already slow and as OL you are already likely to be targeting other less armored players anyway.

Personally I think he'd make a terrible beserker since I'd just ignore him as OL by staying out of range of his melee weapon with most of my monsters while using cards and conditions to slow him down further while trying to knockout the other players instead. He'd make a good knight though, but still not overpowered in my opinion, especially since it is only once per encounter and you still get the OL card for knocking him down.

I'm curious as to how they translated Arvel Worldwalker into second edition.

Arvel WorldWalker

Archtype: Scout

Speed: 4 Hearts: 10 Fatigue: 4 Defense: Grey Die

Willpower: 3 Might: 3 Knowledge: 3 Awareness: 3

Hero Ability: When you fail an attribute test, you may reroll it. Limit once per round.

Heroic Feat: Use on your turn to discard 1 of your hero skills. Immediately gain any number of hero skills from your Class deck worth the same amount of experience points as the discarded skill.

dragonnyxx said:

any2cards said:

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.

I don't have the card in front of me, but I don't think you're right about Dash with Blood Apes. If I remember correctly, it allows a monster to take an additional move in addition to its two normal actions. Leap Attack is a special action, not a move (though it involves moving), and therefore could not be taken using Dash.

I am going to have to disagree. The text for Dash (Event card) states the following:

Play this card when activating a monster during your turn. That monster may perform an additional move action this turn, in addition to its normal 2 actions.

Since you can interrupt one action with another, it seems to me that you can perform a Leap Attack action with a blood ape, interrupt it to do a move action, and then complete the Leap Attack. Seems to me you could do a lot of damage this way, potentially affecting all heroes with a single attack (assuming you can reach all of them).

Draffut said:

wow, no hero at all has a 5 willpower. Pretty interesting that 2 champs start with black defense though as that makes them extremely tough. And one warrior uses a Brown defense? Wierd, must have a defensive feat to comphensate.

Kind of. The Warrior with a brown defense die is Eliam. His Heroic Feat states:

Use at the end of your turn. Until the start of your next turn, each time you are attacked by an adjacent monster, you may suffer 1 fatigue to attack that monster before it rolls its attack dice.

Seems to me that if you activate your Heroic feat, no OL will choose to attack with an adjacent monster unless it would provide some overwhelming value. Just my two cents worth.

any2cards said:

Draffut said:

wow, no hero at all has a 5 willpower. Pretty interesting that 2 champs start with black defense though as that makes them extremely tough. And one warrior uses a Brown defense? Wierd, must have a defensive feat to comphensate.

Kind of. The Warrior with a brown defense die is Eliam. His Heroic Feat states:

Use at the end of your turn. Until the start of your next turn, each time you are attacked by an adjacent monster, you may suffer 1 fatigue to attack that monster before it rolls its attack dice.

Seems to me that if you activate your Heroic feat, no OL will choose to attack with an adjacent monster unless it would provide some overwhelming value. Just my two cents worth.

I assume the 'counter' attack goes first so that if you kill the monster his attack never goes off? not to bad. What is Eliam's constant power?