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Descent: Journeys in the Dark (Second Edition)» Forums » Rules

Subject: Necromancer and general questions rss

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Pascal Mafli
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Hi there.
After the second session of Descent (2nd Edition) some questions could not be answered by the rules.

- What happens to the necromancer familiar (treaded as figure) when his master gets defeated? Does it vanish like in many RPGs because his master loses the control or will it remain ingame?

- In the first campain mission (First Blood) the OL respawns the goblin archers after every round. Is he able to respawn the elite one or it the elite gone once it's destroyed/moved out of the map?

Thanks for the answer. Looking forward to some sessions and before our group begins this discussion again i would like to get the opinion of seasoned Descent players^^
 
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Alexander Steinbach
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The familiar remains on the board and can still be controlled by the player even if the hero is knocked out.

You can also respawn the elite (red) archers and usually as overlord it is best to chose your elites when they are available. Note that reinforcement conditions differ each quest, so be sure to read that section carefully (also, sometimes the overlord can reinforce at the beginning of his turn and sometimes at the end).
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Pascal Mafli
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Thanks for the quick answer
 
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joel siragher
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Like Alex Says, he stays on the board. I think that's over powered.
 
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JH
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Albany
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It's not overpowered. It's doubtful a masterless Reanimate will get more than one standard attack off before it's killed or the Necromancer is revived — if it does, you're either not playing well as Overlord or the heroes are already in serious trouble and unable to revive each other properly. A Reanimate doesn't have much health (max 6 with Undead Might) and has no defense (unless you have Dark Pact, but that's just a brown die), and the other skills that are of the most use for it can't be used or provide no benefit while the Necromancer is down. It's a minor threat.

Other Familiars are similar — aside from their basic functions they tend to be all but useless with a dead master. You still want to kill it if you can, though, to cost the Necromancer (or other summoner class) an action and a fatigue to bring it back.
 
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joel siragher
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well if you look at the physical numbers, 3health reanimate doesn't look terribly healthy, but there are ways to bring that number up to 4 or more.

In our game, the necro is played by Leoric, and his ability states:
Each monster within 3 spaces of you receives -1 Heart on all attack rolls (to a minimum of 1). This effectively brings the reanimates health up to 4. That's like always rolling 1 shield on the def dice.

If you are trying to take the reanimate out with a blue/yellow dice critter you will likely need to attack twice, which means that you are wasting monster attacks on the reanimate instead of slowing characters down.

That's another reason i just laugh when i hear the experts say just take the reanimate out, no biggie. Its not that easy.

In our game we also happen to have the wolf (pain in the $$$), which adds a brown die to anyone with in 3 spaces of him.

This boosts the defense of the reanimate AGAIN, making the reanimate effective enough to become another character.

Needless to say, id greatly suggest you don't let that combo in your game because, like with many other abusive combos, it throws the balance off.

I think the next time we start a campaign, likely next month or end of summer, we will probably do random characters and random classes. (see other thread variant on random characters)

 
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Rafal Areinu
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The wolf is really irritating, especially if Beastmaster gets that "can't be targeted if there are any other viable targets" ability.

Still, even if you need to use 2 attacks to attack Reanimate(and that's only in act 1, as in act 2 reanimate dies too easy) it's still using those attacks to slow down heroes. If your monster is so weak it can't kill reanimate with brown die in single shot it would probably not deal any damage to the heroes anyway, except for extremely lucky rolls. Even then the damage would have been laughable.

If the monster doesn't have a way to put cool status effect on heroes(like Immobilize) then you gain more by forcing Necro to use fatigue and an action to summon the Familiar than by attacking heroes. By knocking out the hero you also make heroes lose only 1 action, and they even get to choose which hero loses it. Most popular healers can heal without using action, so by dealing that 0 to 2 points of damage you are not really slowing them.
 
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