a more linear progression for Road to Legend

By Millo (TM), in Descent: Journeys in the Dark

After a very long pause, I can see a possibility to start a new Road to Legend campaign. I played one before, but I must admit we gave up before the end. Still, as a game group, we encountered a problem which, I suspect, is one of the reason for the tactical retreat for a couple of players. (just to set the point of view, I played the Overlord, and in standard games I have about a 2/3 victories in my record).

Thing is, we noted a very irregular progression for the party strength, compared to the OL's, as turn afther turn xps were spent. The first dungeon was a real pain for the heroes, I, as the overlord, scored about twice their points, but they returned to Thamalyr with enough gold and xp for a good boost for their resources.

Than, as game proceeded I mantained the head position, but heroes were overall quite a match for my monsters, and game was quite interesting for us all.

As heroes trained some skill, I swa my advantage dwindling, and I decided to upgrade my eldtitch monsters. Then the game precipitated.

My groups of skeleton marksmen killed one hero afther one other, ppreading fear in dungeons, and utter desperation in overland encounters. Having already enough treachery to grant at least a skeleton war party each encounter, heroes were severely injuryed, if not wiped out, even before reaching dungeons, and gaining new xps to fill the disvantage seemed a slow and painfull road. For the other players, thinking that, once reached the Silver campaign phase, I could upgrade one monster type (the dreaded skeletons) to gold, was enough to lose much of their interest for the game.

There are other things I fear would contribute to such an altalenating balance in the game, making many session not interesting because heroes wipe out monsters without even sweating, and others where monsters wipe out the heroes while playing bridge with the other hand. This was the first, however.

Now, the problem could be fixed by simple house rules, but I would like to know, before fixing something only I see as broken, if someone else had the same problem, resolved it, of why it didn't presented at all.

Thanks in advance!

Millo

They should not have been having as much trouble with skeletons in the overland map. The OL does not get treachery cards in regular encounters, only lieutenant encounters. Also, your party should have been laughing at the prospect of gold skeletons, not cowering in fear. Gold skeletons do exactly the same damage as silver skeletons.

Otherwise though, the Sorcerer King is one of the best Overlords, so any party will have some trouble against him in copper. The taunt skill can help a lot though - since sniper skeletons have an easier time time tracing LoS to the taunting hero.

There are plenty of threads that give hero strategies for copper. Here is one that I find to be exceptional: http://www.boardgamegeek.com/thread/325622

How, thanks for the correction. This changes things quite a bit. I read the article mentioned, and I have two main questions:

Doesn't this fixes things a bit, at the cost of making the Overlord game a bit dull (and perhaps even a bit frustrating)?

Doesn't this makes game a bit simpler for heroes in the starting phase of the campaign (good), but at the risk of having an overwhelming hero party just a bit later in the game?

Thanks for opinion and advice.

Millo

I would say yes to both your questions. The fact of the matter is that the game is much more tightly balanced in the beginning than novice players realize, and then unfortunately flies apart at the end with a massive advantage to the Heroes. This is something of a 'problem,' but you can't blame people for using the best strategy - you can only blame them for NOT doing so.