Hello fellow dungeon dwellers. My group and I are faced with a problem and would like some ideas and/or feedback on how to go about fixing it, but first
off let me set the scene. Our group has successfully completed 3 campaigns so far with at least another campaigns worth of quests as one offs and epic
variants. We have just finished the first ActII quest in our fourth campaign. I have the LotW expansion, conversion kit and most of the 1
st
edition miniatures
minus a few promos. We enjoyed the 1
st
edition right up to its inevitable end, and dove head first into 2
nd
edition with child like enthusiasm. So to say the
least our group comes with no shortage of experience. Although some of us are better at OL than others. I as OL play not just to win but to completely
destroy, decimate and demoralize the heroes. When the quest is over I want them to feel as if they just got leveled by a meteor never again to rise from the
ash of their humility and shame. With that said we are all long time friends and everything is taken with a grain of salt, nothing is personal and we always
have a ridiculous amount of fun. All of us have played overlord more than a few times and we collectively agree that the OL definitely plays with his back
against the wall, has very little margin for error and is hard pressed to win. With this in mind we have started to feel that we may need to make some minor
adjustments/tweaks to help out our old friend the OL,as with making the quests a little more challenging to the heroes. We have discussed this at our table
and have come up with a few ideas of our own, but would like to bounce them of this great resource that is the descent community. Keeping in mind that
we just want to tilt the balance as it stands now to give the OL a bit more of a fighting chance. Now we understand all the basic strategies i.e. hold on to
cards for 2
nd
encounter, taking actions from heroes, pick on the weakest hero yadda yadda yadda. There's more but strategy is not the issue here. We
also understand that the monsters are no more than “speed bumps” as the community lovingly calls them. As the heroes grow in power with items and
skills the monsters seem less like speed bumps and more like pea gravel. So we feel if the speed bumps were actually doing their job that it would be a
step in the right direction. Now I'm not suggesting they become some iron cock of a beast but it'd be nice if 1 or 2 could survive the brutal onslaught of the
heroes initial engagement to return fire at least once. So we've kicked around a couple ideas about minor adjustments and here they are in no particular
order.
-
-
adding a brown die to all monster dice pool. or some kind of universal upgrade where all dice go up one tier. i.e. brown to grey, grey to black and so on.
-
giving them one auto shield per roll
-
or making the OL a custom universal card that does either 1 or 2
the card could be played like a power from the 1st edition were once played its permanent until the quests end.
Again just spit balling here. We definitely don't want to alter to much and fine tune each individual monster and have to keep track of all the separate stat
changes or make a ton of custom cards. We are looking for a minor universal change that can be easily applied or taken away. Who knows maybe we
looking at this wrong and the monsters aren't the easiest or right place to start. We thought about a initiative roll except for the quests that specifically
state which side goes first. All I know is the OL needs some TLC and I hope it comes in this next expansion but from the looks of some of these new
heroes I know I'm going to cringe when I open the box.