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Descent: The Sea of Blood» Forums » Rules

Subject: Death and Land Encounters rss

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richard grove
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big spring
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Im considering the following house rules for our next SoB campaign.

Allowing characters to actually DIE and be replaced with new ones that may use the gear of the fallen but must begin fresh as far as training and such goes. The intent here is to use a few more of those cool characters and not be stuck with the same 4 over weeks of play.

How hard would it be to allow some land encounters while traveling aka. Road to Legends in SoB? Seems a easy addition, granted a bit more difficult for the players, but certainly gives a more epic feel to the game.

Thoughts?
 
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Bryce K. Nielsen
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Elk Ridge
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When would they die? When they were reduced to 0HP? Because this happens A LOT and would really drag down the game. If you allow a Hero to "retire" then at least there would be a little more control and wouldn't happen all the time...

-shnar
 
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Corbon Loughnan
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rgrove0172 wrote:
Im considering the following house rules for our next SoB campaign.

Allowing characters to actually DIE and be replaced with new ones that may use the gear of the fallen but must begin fresh as far as training and such goes. The intent here is to use a few more of those cool characters and not be stuck with the same 4 over weeks of play.

How hard would it be to allow some land encounters while traveling aka. Road to Legends in SoB? Seems a easy addition, granted a bit more difficult for the players, but certainly gives a more epic feel to the game.

Thoughts?


No disrespect intended, but see what Antistone said about your teleporting chests idea.

The idea of heroes swapping isn't necessarily bad* itself, but your method is really, really bad, and makes clear you've never played an Advanced Campaign.

*Well, actually it kind of is. One of the major points of ACs is to give player a feel of ownership, building and progression of their heroes. Swapping heroes every few weeks basically removes that entirely.

And that development is specific, and often tactical. Different heroes target different upgrades, and some of the team planning on both sides involves who wants what upgrade - for example, if Tahlia is in the party the OL will assign a greater priority to razing Frostgate (IIRC, where Unmoveable can be learned, because Tahlia and Unmoveable is a particularly string combo).

Further, that development is necessary. Mechanically it is what it is all about for the heroes - getting themselves built up enough to stop the OL from winning, and eventually enough to beat the OLs Avatar itself. An undeveloped hero won't last 30 seconds (figuratively) vs gold and diamond monsters.

You simply can't play the game resetting heroes back to square one for upgrades. And you damage the game significantly by swapping the heroes and keeping the upgrades,

There is a reason the heroes get a choice of three at the start. Pick wisely, and build that 'hero' (actually mook who is afraid of all but the puniest of monsters) into something worthy of the name.

Adding some Land encounters along the land trails would not be a big deal. Although a couple could become very very deadly in certain circumstances, seemingly unfairly so.
 
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duhtch
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rgrove0172 wrote:
Im considering the following house rules for our next SoB campaign.

Allowing characters to actually DIE and be replaced with new ones that may use the gear of the fallen but must begin fresh as far as training and such goes. The intent here is to use a few more of those cool characters and not be stuck with the same 4 over weeks of play.

How hard would it be to allow some land encounters while traveling aka. Road to Legends in SoB? Seems a easy addition, granted a bit more difficult for the players, but certainly gives a more epic feel to the game.

Thoughts?


My thought is that is a terrible idea. What made you think of this?
 
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richard grove
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big spring
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I appreciate the feedback and will agree after some reflection that the replacement hero idea is probably not a good idea. I would love to involve a few more of the characters in the game but not at the cost you guys have revealed and I now can appreciate.

As for the land encounters in SoB, I think its a rathr obvious oversight. The notion that the "Queens patrols" keep everything safe is just a mechanism to speed play and avoid undie encounters when the emphasis is supposed to be at sea. We dont have an problem with the occasionl extra encounter and think it will add a bit to a sort of empty feel when travelling in SoB.
 
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Corbon Loughnan
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rgrove0172 wrote:

As for the land encounters in SoB, I think its a rathr obvious oversight.


Well, clearly not an oversight, since it is clearly deliberate and you can see why. ;)

Quote:
The notion that the "Queens patrols" keep everything safe is just a mechanism to speed play and avoid undie encounters when the emphasis is supposed to be at sea. We dont have an problem with the occasionl extra encounter and think it will add a bit to a sort of empty feel when travelling in SoB.


Sure.

It will be a bit of a bugger for the heroes when they encounter Ironskinned, Leeching Razorwings though, especially when they are many months travel from their home port.
Travel in SoB is considerably more awkward than in RtL, without a centralised base, and especially on land with no way to speed up from one trail to two.

Most of the time you will be fine, but I suggest you go over the encounter deck and remove an equal number of encounters by each side - take out the nastiest ones (for example, those razorwings which are amazingly powerful with the Count's upgrade), and probably the 'bonus' ones in order to keep a balance feel.
 
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