Is there a chance for all new archetypes?

By MarcelloKing, in Descent: Journeys in the Dark

One could also think of an intellectual archetype, which would not use magic or "spiritual" ressources, but would be specialized in solving enigmas, crafting special devices, etc.

Cool idea, like a Savant or Sage Archetype...love this idea Robin!

An Archetype that would be pure support (maybe?!?!) with some trade skills mixed in so he could help the group while crafting and solving.

I think i'll start to test some multiclassing system soon. IMO it would open up the class selection and add some cool gameplay elements to the Heroes.

Some basic rules I thought:

- Your Secondary Class must be of a different Archetype than your Primary Class.

- You need to have at least one level 2 skill in your Primary Class before selecting a Secondary Class skill.

- Your Secondary Class is limited to level 1 skills.

- At all times you must have at least one more skill in your Primary Class than in your Secondary Class.

- You cannot use the starting equipment of your Secondary Class.

- All level 1 Secondary Class skills cost 2XP (not sure about this one)

- Only your Primary Archetype count when towards skill that affect specific Archetype (like with the Basic II Overlord cards).

- You are limited to one Secondary Archetype.

- You can only choose a Secondary Archetype that no one uses, even if it's a Secondary one.

What do you guys think?

Those sets of rules feels very much like Final Fantasy Tactics, kind of, where you can use a limit of a second class. It can be fun, but it can be broken if not put into account. Having two combo peices, maybe like Cripple and Prayer of Peace, on one character can be a detrament to the OL to almost an unfair kind of way. That combo was hard for me to deal with in two characters, but I was able to get around it using the board and other figures at my finger tips. I guess that would be my bigest consern.

All the same, it sounds fun!

I am guessing that there are some class combinations which should not be multiclassed due to becoming overpowered. This comes down to play testing etc...

The rules for OL 'multi' classing is in place, why not something similar in the restrictions.

As for an intial attempt I would limit the primary class to only lvl 2 skills and the secondary base to only base and lvl 1 skills. (i like the must have 1 lvl 2 skill to multiclass above)

If it seems too powerful for the heroes you can always up "effective" number of people playing to the number of classes (to a max of four) eg two multiclassed characters would allow the OL to file the 4 hero monster set. This may rebalance things. It may make a really fun 2 player game.

But then again It is not like the OL gets to make a hybrid ettin sentinal. :)

But then again It is not like the OL gets to make a hybrid ettin sentinal. :)

oh..... >] I would love that. Replace the brains with a sentinal combind with the brute force and health of an ettin. My mouth waters just thinking about it!

Here's other ideas, since it's fun to create and throw ideas out there and speculate:

New Archetype ideas: Sure some could be included in existing Archetypes as classes.

- Engineer (A trinket/traps making Archetype)

- Monk (A Martial artist, bare handed combat Archetype that attack with blinding speed)

- Trader (An Archetype that could boost the value of Search Items or modify the ways you get items)

- Psionic (A mind controller Archetype with come melee combat abilities where the Hero could control a monster for X turn)

- Bard (A Buffer Archetype with songs and auras plus some ranged combat abilities...or magic)

Trade Skill System: Each Hero could get one. You could destroy Search and Shop Items during the Shopping Step of the Campaign Phase to gather materials. Each item would have a number of dice to roll depending on the power of the item and each result would give the Hero players some mats.

- Smith (forge weapons and armors)

- Brewer (brew minor potions that only use 1 die to heal HP or Fatigue)

- Jeweler (make magic accessories like rings and pendants)

- Enchanter (could cast minor enchants on weapons and armors that could last for a short period of time, like one Encounter. Enchants would require a larger amount of mats to cast and could be an added possible action for a Hero)

Really like the idea. Although if you wanna implement, I think they will just make the campaign phase bigger. For example, in town you can either choose to spend money in the Forging Smithy, Brewery Of Potions, Magic Jewel Shop or Enchantment School. At the same time, i personally feel that the overlord should have some campaign phase as well...choosing to put his XP into better Overlord cards OR delve into his dark sorcery book and gain similar things like the heroes. After all, Descent 2E is about balancing right?

I would rather hope/think FFG would come up with more classes; really hope for a Bard, Battlemage, Assasin and Templar ;)

I would love to see a shapeshifter, as a hero, as a class, or as an archetype.

but with minis, not token for alternates forms

I would rather hope/think FFG would come up with more classes; really hope for a Bard, Battlemage, Assasin and Templar ;)

They helped the OL in LotW when it comes to campaign phase, but it's a maybe and never all the time. I would like to see more done with the campaign phase for the OL in general. I feel a little left out. *sad face* Not that I mind be the one to clean up while they are doing their thing, but...

I love playing both the heroes as the overlord but I always feel that the additional weapons and gold to spend, do tend to favour the heroes more then the overlord card deck. True, there are some evil twisting cards in there but...i don't know.

Descent was made to enjoy both as the hero side as the overlord side. If not, they wouldn't have placed in the oveerlord cards in the first place. So there has to be a way to give the overlord more powerful weapons, monsters,...

I love playing both the heroes as the overlord but I always feel that the additional weapons and gold to spend, do tend to favour the heroes more then the overlord card deck. True, there are some evil twisting cards in there but...i don't know.

Descent was made to enjoy both as the hero side as the overlord side. If not, they wouldn't have placed in the oveerlord cards in the first place. So there has to be a way to give the overlord more powerful weapons, monsters,...

I am wondering if Layer of the Wyrm was the intended to really boost the Overlord. I say that for two reasons.

One is the quests. It's a high risk/high reward and the Overlord gets to choose the quest he feels he can win. I have read the quests and I already know which ones I would be more prone to winning.

The other would be the secret/treasure rooms. At first it sounds like it would be apped for the heroes, but think about it. A hero goes into the room and spends at least two turns trying to be greedy. This is one hero the field is without. This is one hero that can't help everyone else while the Overlord gets away with murder (literately!) and gives him just enough time to win the quest, which could be a game turner. An extra experience coupled with maybe... maybe an awesome relic! (I won't say demoralizer ^.~ That only works in some groups) They can have a 100 to 200 more gold. I don't mind.

I love playing both the heroes as the overlord but I always feel that the additional weapons and gold to spend, do tend to favour the heroes more then the overlord card deck. True, there are some evil twisting cards in there but...i don't know.

Descent was made to enjoy both as the hero side as the overlord side. If not, they wouldn't have placed in the oveerlord cards in the first place. So there has to be a way to give the overlord more powerful weapons, monsters,...

I am wondering if Layer of the Wyrm was the intended to really boost the Overlord. I say that for two reasons.

One is the quests. It's a high risk/high reward and the Overlord gets to choose the quest he feels he can win. I have read the quests and I already know which ones I would be more prone to winning.

The other would be the secret/treasure rooms. At first it sounds like it would be apped for the heroes, but think about it. A hero goes into the room and spends at least two turns trying to be greedy. This is one hero the field is without. This is one hero that can't help everyone else while the Overlord gets away with murder (literately!) and gives him just enough time to win the quest, which could be a game turner. An extra experience coupled with maybe... maybe an awesome relic! (I won't say demoralizer ^.~ That only works in some groups) They can have a 100 to 200 more gold. I don't mind.

I haven't played the rumor cards so far but yes, this could be a challenge for the heroes. The treasure tile is well not the same in my opinion. If you have the luck/unluck to draw the secret room card, then you still have a choice as a hero to enter or not. You MAY enter by spending a movemnet pont to get down there. So it doesn't feel like a total advantage from the overlord perspective.

I agree that choosing hard quests can be a challenge towards the heroes but I meant that the forces they have to fight against would get harder too. I mean how cool would it be to upgrade an ettin with for instance a torch, so with each swing, he can ignite heroes 3 spaces away from him?

I'm probably getting ahead of myself on this one :-)

Don't get me wrong, SDH, I approve of your thoughts very much! More then you might think. I am our group's OL. We will be starting our second campaign in a week or two. It was challenging our first time, but I feel I had the advantage for most of the campaign (I ended up throwing a quest to them because I can handle losing better then they can. Inevitably, it cost me the game, but I went down in flames! It was beautiful) and never had to worry.

This next campaign, I feel, is going to be VERY different. I think I will have more of a challeng on my hands and will wish for a bit more buff for myself. We'll see. For now, I will stick with my greatest weapon, knowledge and planing. Something I have a luxury of doing. And keep hoping for more toys =} Like any good OL, I do love my toys!

Since there's pets maybe a mounted archetype class. Mounting a Lesser worm, mounted bearded horse, Orc boar rider an so on...

Lol bearded=barded

Actually that would probably not work the heroes would get around even quicker.

I love playing both the heroes as the overlord but I always feel that the additional weapons and gold to spend, do tend to favour the heroes more then the overlord card deck. True, there are some evil twisting cards in there but...i don't know.

Descent was made to enjoy both as the hero side as the overlord side. If not, they wouldn't have placed in the oveerlord cards in the first place. So there has to be a way to give the overlord more powerful weapons, monsters,...

I think it needs more concentration on lieutenants levelling almost with the four archetypes a pick of races and an xp based system that suited them popping up slowing down the heroes then disappearing imagine a necromancer rocking up raising dead minions into skeletons or zombies then running off as the heroes give chase, but if caught he dies etc start again if he escapes gets better skills etc.

Also campaign cards that the OL could play to say trigger an assassination attempt in the inn etc and cards to change minions so a dragon now breaths lightning or ice much like talismans alignment cards

Just some thoughts.

I think it needs more concentration on lieutenants levelling almost with the four archetypes a pick of races and an xp based system that suited them popping up slowing down the heroes then disappearing imagine a necromancer rocking up raising dead minions into skeletons or zombies then running off as the heroes give chase, but if caught he dies etc start again if he escapes gets better skills etc.

Also campaign cards that the OL could play to say trigger an assassination attempt in the inn etc and cards to change minions so a dragon now breaths lightning or ice much like talismans alignment cards

Just some thoughts.

MAybe I'm just getting old or oldschooled but why not they implement some ideas from heroquest about it? I mean they had an expansion (Wizards of Morcar) which allowed the "evil" player to have special card decks for the evil wizards.

This could be perfect for the lieutenants to have a variety of special powers; like raising monsters etc... Each lieutenant could kinda have his own "overlord" deck so to speak.

I think it needs more concentration on lieutenants levelling almost with the four archetypes a pick of races and an xp based system that suited them popping up slowing down the heroes then disappearing imagine a necromancer rocking up raising dead minions into skeletons or zombies then running off as the heroes give chase, but if caught he dies etc start again if he escapes gets better skills etc.

Also campaign cards that the OL could play to say trigger an assassination attempt in the inn etc and cards to change minions so a dragon now breaths lightning or ice much like talismans alignment cards

Just some thoughts.

MAybe I'm just getting old or oldschooled but why not they implement some ideas from heroquest about it? I mean they had an expansion (Wizards of Morcar) which allowed the "evil" player to have special card decks for the evil wizards.

This could be perfect for the lieutenants to have a variety of special powers; like raising monsters etc... Each lieutenant could kinda have his own "overlord" deck so to speak.

Maybe I'm just getting old or oldschooled but why not they implement some ideas from heroquest about it? I mean they had an expansion (Wizards of Morcar) which allowed the "evil" player to have special card decks for the evil wizards.

This could be perfect for the lieutenants to have a variety of special powers; like raising monsters etc... Each lieutenant could kinda have his own "overlord" deck so to speak.

In this newest set, many of the quests make the LT out to be much like the heroes, so if they are knocked down, next turn they stand back up. I am really excited to see how that works. It keeps me from wanting to keep my LT so close and protected.