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Subject: Advanced Campaign: Training rss

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Bryce K. Nielsen
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All right, on to training. This is similar to Descent: The Road to Legend, in that you have to spend one of the game-weeks in a town to learn a new "skill". Most skills are just the Marine Cards, though there are a few new ones (and I'm starting to think I should introduce a *bunch* of new ones, making this an even cooler expansion ). Like RtL, these skills will cost a certain number of Accommodations (Doom's version of XP). Also like RtL, these abilities are available at specific locations.

Unlike RtL, not just any marine can learn any skill. In order to keep extremely powerful combinations from happening, the skills are categorized in a skill tree. In order to learn skill X, you must have already learned skills Y and Z. I shall detail the different trees I've been working on in this thread.

-shnar
 
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Bryce K. Nielsen
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First skill tree: Officer

Officer
Rank 1:
- Prepared
- Tactician
Rank 2:
- Officer
Rank 3:
- Weapons Access: BFG

I was debating on adding +3 Health in there, but then I didn't think that was entirely representative of an officer specialization. Seems like in fictions they stress commanding skills over body building.

I also decided to put the BFG in this tree, logic being that such a specialized weapon you'd need extra high clearance to use it, something only given to officers. And besides, only the Sarge in Doom: The Movie got the BFG

-shnar
 
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Bryce K. Nielsen
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Second Skill Tree: Technician

Technician
Rank 1
- Tech Ops
Rank 2
- Scout
- Survival Ops
Rank 3
- Careful
- Weapons Access: Sentry Bot
- Weapons Access: Plasma

I'm not sure about the Plasma gun being accessible to a techie, but then I thought maybe it fits, since it's a more technically advanced weapon. The Sentry Bot fits nicely though. I like putting Careful and Scout in this tree, showing how most geeks are a bit more nimble.

The biggest downfall of this tree is that most of these skills are in the Expansion set. I didn't want to make the Expansion required to play the Advanced Campaign, so I'm not sure how to rework this one.

Also, this tree almost begs for some special, new Marine cards to be made, but I'm short on ideas atm...

-shnar
 
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Bryce K. Nielsen
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Oh, the Expansion will be used in the Advanced Campaign, but I don't want to make it required. I want to make it so the game is very playable if you only own the base game, but be that much more enjoyable if you have the expansion as well.

I see about 3/4 of the content not using the Expansion stuff (i.e. monsters, board tiles (outdoor tiles), weapons, etc), and 1/4 that uses the expansion content. This way the game is playable with or without the expansion

-shnar
 
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Stig Morten
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I don't see the skill tre as limiting. The marine cards are shown in scans on this site and we can easily put up a marine card list so people can use the skill tree without owning the expansion.
 
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Bryce K. Nielsen
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I'm starting to agree here too, that I'll include print 'n play images of the marine cards, since they're about the only thing that seems almost required (the maps with the expansion tiles will be easy to not use, but the skills will be much more difficult, since a good portion of some specializations will be dropped). ALSO, I'm coming up with new skills, so you'll have to print 'n play anyways

Speaking of new skills, here's a skill-tree that is completely new:

Demolitions
Rank 1
- Door Breach (2MP to destroy a door)
Rank 2
- Demolitions Expert (+2 Aim with Blast weapons)
- Weapons Access: Land Mines (new tokens, 1MP to plant, if non-flying Invader steps near it, roll Red die with Blast1 effect)
Rank 3
- Weapons Access: Missle Launcher

Any other ideas for a Demolitions Specialist?

-shnar
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Stig Morten
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I think I would like my Demolition man to be able to "smash" blocking obstacles instead of doors.

BTW: Will you allow the Demolitions guy to smash a door closed by the event card the invader can play? That could make it a very useful feature.

Landmines is a nice addition. Good idea.

I lit the fireplace just now and thought about flamethrowers. Why are there no flamethrowers in this game? Please make some in the advanced campaign. I saw some monster in Descent used a flame template. Maybe that could be used.

More flamethrowers in games, is my opinion.

 
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Bryce K. Nielsen
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Oooo, flame throwers. That's an interesting idea. I'll have to think about how it fits in. Flame template from Descent isn't a bad idea. Would we want a template like that, or just a special ability like burn or something? I don't want to add too many new things, because if this becomes too complicated, you lose some of the elegance of Doom and it starts to become Descent

I've thought a bit more about Door Breach, and I think it will look like this:

Door Breach Marine Card wrote:

A marine next to a closed door can spend 2MP to breach the door. The door is destroyed, put it back in the box. In addition, any figures on the two squares touching the other side of the door suffer an attack from 1 Red die. Breach does not work on Airlocks.


The idea is the Marine is sticking explosives on the door then exploding them. The door explodes outward, attacking anyone who was just on the other side.

Land mines are relatively simple, 1MP to plant, you put a token on the board. Any Invader that moves within on square (or directly on top of it) blows the mine up. Roll 1 red die with a 1 blast affect (i.e. the square the mine is on plus all surrounding squares). Should this maybe have +1 or +2 damage? Also, I'm thinking the mines are a new Ammo token. When you plant one, you simply lose the token. Mine packs will come in sets of 3 or so (i.e. restock up to 3 mines at the outposts).

-shnar
 
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Stig Morten
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I don't think the template for Descent is the one we are looking for, but maybe something like a straight line burn on all squares within the rolled range.

Straight line because modern flamethrowers are kinda accurate and all squares within range because flame can go past a person,invader and still burn the next square.

Or a set range of five or six squares.

I agree with landmines being spent when used, and I think 3 is a good number. I would like to see +2 damage. Possibility of 6 damage and can therefore have a better shot of damging Cyberdemons on the prowl.

Door breach looks good. Will this be allowed on the turn after Invader plays "Sealed In!". When doors normally can't be opened.

This is the text on that card:
Play immediately after a marine moves into a space. Close one door of your choice. That door cannot be opened again until the start of your next turn.
 
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Bryce K. Nielsen
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Oh definately, this ability is one way to trump Sealed In. The only thing I'm wondering is if we should limit it by ammo? I.e. can ony breach if you have some of those 'grenade' ammmo tokens?

-shnar
 
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Stig Morten
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Not to fond of the idea about using "grenade"ammo, as it is an ability I think it should be token controlled like landmines. Refillable in outposts.
 
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