RTL FEATS...clarified?

By Yodabear, in Descent: Journeys in the Dark

So..the new faq tells us that heroes start with a feat and gain one once per glyph, keeping them between dungeons, encounters. What I want to know is...what about the final battle? If I (as overlord) have to put away my deck (which I always have at all times and normally requires no glyphs to draw more of) of cards, shouldn't the heroes have to put away theirs. I can totally see my heroes saving the big bad feats like killing blow and sweeping blow (against beastman lord's shadow clones, this could be problematic) for the final battle while I...can't even spend threat like fatigue for extra movement? While the heroes just stay far enough away from me to eat my lunch?

Please say feats go away for the final battle. I don't have cards, you shouldn't have cards.

I'll put it on the list of unanswered questions

I would say for now they should go away. Also, I'm not that happy about them just being included in RtL just like that. Completely swings the RtL campaign in favour of the heroes, with nothing in ToI to compensate. Are they saying that the balance was wrong in RtL to start with and they are now fixing it with feats? I think not, since Kevin has already said that feats were not considered for inclusion in RtL.

We're already using them, with a house rule.
The heroes begin with 1.
When they activate a glyph, each hero rolls a power die, on a blank, that hero gets a new feat
Maximum feats are 2 at copper, 3 at silver, 4 at gold. If they draw in excess of this, they immediately discard one.
Using a feat costs 1 fatigue.

The FAQ says they start with normal Feats (i.e. 3, or 2 or 4 depending on Hero). I was thinking about House-Ruling the Feats to be a Secret Trainer upgrade. At the Trainer, you have to choose between +4 Health, +2 Fatigue, or +2 Feats. You cannot use Feats until you get this training, then your Max Feat hand is what you trained in (i.e. 2/4/6). Rest of the rules for Feats the same (i.e. you cannot draw Feats until you upgrade once, then every glyph gives them to you).

Also, I was going to then allow that new ToI girl who's special ability is to have 6 Feats and draw extra feats, etc (can't remember her name), make her RtL special ability that she just starts with +2 Feats, and so can potentially upgrade to +6 Feats. She'd also be the only Hero that would start with Feats (draw 4, discard 2).

-shnar

shnar said:

The FAQ says they start with normal Feats (i.e. 3, or 2 or 4 depending on Hero). I was thinking about House-Ruling the Feats to be a Secret Trainer upgrade. At the Trainer, you have to choose between +4 Health, +2 Fatigue, or +2 Feats. You cannot use Feats until you get this training, then your Max Feat hand is what you trained in (i.e. 2/4/6). Rest of the rules for Feats the same (i.e. you cannot draw Feats until you upgrade once, then every glyph gives them to you).

Also, I was going to then allow that new ToI girl who's special ability is to have 6 Feats and draw extra feats, etc (can't remember her name), make her RtL special ability that she just starts with +2 Feats, and so can potentially upgrade to +6 Feats. She'd also be the only Hero that would start with Feats (draw 4, discard 2).

-shnar

I actually like this idea a lot and think it may be better than what ffg offers..at least from the OL's perspective. However, we've been playing our campaign where the heroes get from glyphs only and can keep them the whole time and really I'm not finding it makes that much of a difference. Sure, a disarm can really suck on a dark charm or something or a preventing evil on your power card, but...I'm still up by close to 100 xp against solid heroes with good skills and equipment, I haven't used a crushing blow yet, and...I'm one temple away from dropping the harbinger and only halfway through silver. I'm just gonna go with the new rules for feats because I haven't had any struggles killing heroes despite feats. What I think is that the gold treasures and stuff make it hard to prevent the heroes from one-shotting your high level monsters. What I've also noticed is that it's hard not to kill heroes in one or two shots with gold/diamond level monsters...so...what's the difference? It depends on when/how you hit them. The plots balance out the fact that you really don't want to fight the heroes at gold level either by a)giving them 9 turns to make it to your keep or they lose and if they do get there (at least) half their fatigue is gone (ascension), b) making it so you can move lieutenants around to where you want before dropping upgrades on them that they run back to your keep with (eternal night) or c)making it so that you can use one of those super powered heroes to battle and fatigue over to his friends and kill them hard while blocking off certain skills/training/upgrades during the campaign (obsidian shackles). Of course heroes at gold are more powerful...but only if you don't work your plots and upgrade your avatars. I'm very confident I can beat them. And lieutenant battles are just ridiculous. I get to just put cards into my hand and play them whenever? So I've got Beastman lord with gold beastmen, I "reinforce" a couple masters first turn, reinforce some skeleys after that, and then I've got plus 4 damage and range on silver skeletons, along with a dark charm on the born to the bow archer and the extra threat from a danger before I aim one of my other attacks. I don't see why one card makes it so impossible for the OL. I've sacked 3 cities and am close to one other as well as tamalir and I honestly don't know that the heroes can get me to leave. Their feats have at best prevented me from getting to more than double them in CP (it's close) and they've played very well, rarely making costly mistakes. I just set up my dungeons smart, use the cards I get in the most clever ways possible, and take the feats as they come. They play a feat, it just means that's one less feat in their hand. And come on, most feats are like...add a +2 damage or some surges or something, is that really that big a deal when you have monsters with 30 hp and 8 armor? Not really. I just don't want feats like hurry (extra attack) or sweeping blow (once again, I'm using beastman lord with shadow clones) in the final battle, because I don't have cards then, either.