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Descent: Journeys in the Dark» Forums » Rules

Subject: This has been probably asked (player increasing) rss

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Chris Sessoms
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I was thinking about running a couple games for our weekly RPG group as a respite from playing RPGs. My query is: How hard would it be to increase the number of PCs to say 5 or 6?
 
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Corbon Loughnan
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LordJunon wrote:
I was thinking about running a couple games for our weekly RPG group as a respite from playing RPGs. My query is: How hard would it be to increase the number of PCs to say 5 or 6?


Not that physically hard.

However it is likely to be very destructive of play balance. Aside from the additional numbers of 'actions' and resources this gives the heroes, the most significant, and difficult to quantify, effect is that it massively affects the area that the hero team has in line-of-sight.
Since the monsters can spawn out of any nook and cranny (and open space) that the heroes can't see, reducing the number of spaces that are 'currently not observed' is extremely important. And adding a 5th or 6th hero starts to cut the available 'spawn' spaces down to almost nothing, with drastic affects on game play and balance.

Although a few people have managed to bolt on a bunch of self-designed 'counter adjustments' and play with 5 heroes, the simple answer really is "sorry, this is not the game you are looking for if you must have 6-7 players".

There is an excellent fan-designed variant called Enduring Evil, by Antistone, which handles up to 5 heroes at a time, but it requires a fair bit of work printing, cutting (and sleeving) replacements for every card in the game (except hero stat cards).

Also, be advised that this is a tight, challenging (well, the first few quests not so much) tactical boardgame, not an RPG - replacement. People who play it as an RPG are usually frustrated and/or disappointed.

That doesn't mean it isn't right for your group though, just that to get the most out of it people may need to 'adjust' their mindsets out of ROG thinking. This time the OL really is out to get them!
 
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Doug File
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I've experimented with modifying the monster stats for 5 heroes. I would recommend using the official cards for 5 players (5 players = 4 heroes + 1 overlord), and then adding the following:

Tier 1 monsters (Spiders, Beastmen, Skeletons) +2 wounds
Tier 2 monsters (Hellhounds, Razorwings, Sorcerors) +3 wounds
Tier 3 monsters (Manticores, Nagas, Ogres) +4 wounds
Tier 4 monsters (Dragons, Giants, Demons) +5 wounds

You will probably find the easier quests are still a walkover for the heroes, but it should help make the harder ones more competitive. In the base game I would suggest quests 5 and 7 might be suitable for 5 heroes (with these adjustments). Quest 3 might be a good introductory quest but will be far too easy once they know what they are doing.

As Corbon says though, this is not an RPG, it's a tactical boardgame. If you are playing the Overlord you should be trying your best to kill the heroes.
 
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Doug File
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corbon wrote:
Although a few people have managed to bolt on a bunch of self-designed 'counter adjustments' and play with 5 heroes, the simple answer really is "sorry, this is not the game you are looking for if you must have 6-7 players".

Yeah I should have made it clear in my post; the adjustments I have selected will hopefully "kind of work" for some quests, but the majority of the quests will still be hopelessly unbalanced.

If you already own the game you may want to give my simple adjustments a go. Hopefully you'll find it fun (and you can maybe play the other quests when there are less of you there). However, I would not recommend purchasing the game for use with 5-6 heroes - it just doesn't work.
 
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Jeremy Lennert
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The game doesn't even really scale for 2-4 heroes; larger parties of heroes have a decided advantage over smaller ones under the official rules. Most groups seem to cope by always using the same number of heroes, regardless of the number of players.

There's a thread on The Enduring Evil here, if you want to look at it further.
 
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Phil
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Instead of using a fifth hero I would tend to use a second Overlord. Divide the monsters, discuss tactics. This increases your effectivness and helps the second Overlord to learn the rules.
 
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Steve Wardell
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I've found a couple quests that can handle extra people. In the Quest Compendium, there is a quest that has two overlords. Also, there was a Fantasy Flight event in 2010 (a user here has a PDF of the handout that includes the quests) and one of the quests from that pitted two teams of heroes against each other, so that quest could conceivably handle as many as 10 players (if you have a dedicated overlord for each side).
 
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Jovan Milojevic
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Harlekin wrote:
Instead of using a fifth hero I would tend to use a second Overlord. Divide the monsters, discuss tactics. This increases your effectivness and helps the second Overlord to learn the rules.


Make sense...thumbsup
 
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