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Descent: Journeys in the Dark» Forums » Rules

Subject: Going from one scenario to the next rss

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Neil Brooks
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Hi all.

When going from, say, scenario one to scenario two, do heroes keep their equipment? I've been playing this way with a friend and it seems that it doesn't take long before the OL finds it pretty difficult to get a win, or even close to it.

Have we been playing it correctly?
 
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J. Simcoe
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Quick answer, no you are not playing it correctly.

Each scenario should be seen as a seperate game. Unless using the basic campaign rules in the scenario book everything gained in one scenario is removed before playing the next.

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Neil Brooks
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*sigh of relief*

I was beginning to feel quite vexed about the "artificial" imbalance. Thank you.
 
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Bryce K. Nielsen
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Elk Ridge
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Though, if you're patient, it looks like 2nd Edition will play that way.

-shnar
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Mark McG
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on the other hand, it could work out quite well as a campaign with a bit a tweaking, because there is a nice storyline behind the 9 original quests.

Probably stuff like
- 1 treasure card per treasure (not per hero)
- CP carry over from quest to quest
- coins & equipment carry over
- purchased enhancements carry over
- OverLord Powers carry over
 
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Jeremy Lennert
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No, it could NOT work quite well with a bit of tweaking. Heroes carrying over equipment is a complete non-starter, unless you're prepared to completely redesign every single quest. The extra power that heroes amass over the course of a game is more than enough to utterly destroy the game.

It would be possible to design an interconnected series of quests that were balanced on the assumption that stuff caries over. It is NOT possible to retrofit a series of quests that assumed the reverse by adding one paragraph of house rules.
 
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Stephen Williams
Canada
Mississauga
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Minedog3 wrote:

Probably stuff like
- 1 treasure card per treasure (not per hero)
- CP carry over from quest to quest
- coins & equipment carry over
- purchased enhancements carry over
- OverLord Powers carry over


When I first bought Descent, we played it that CP carried over. By the middle of the third quest, the heroes had all the CP tokens in the game, and they basically could not be killed fast enough to lose. Hell, more often than not they ended up making back whatever losses I inflicted to their CP pool within a room or two. (We ruled that the number of CP were limiting, btw, so once they had them all they could not gain more, even if they should. It was still a cakewalk for the heroes.)

And that's without carrying over any equipment, money or other benefits. Just CP (and starting skills.)

We did not carry over OL powers, however, I sincerely doubt that would've made a significant difference to the game. Especially if you still enforce the maximum of three powers.

It would take a LOT more than these suggestions to make this idea work. Probably enough changes that you might as well call it a new game.
 
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Bryce K. Nielsen
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Stewi wrote:
It would take a LOT more than these suggestions to make this idea work. Probably enough changes that you might as well call it a new game.


You mean like Descent: Journeys in the Dark (Second Edition)?

-shnar
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Jeremy Lennert
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Stewi wrote:
Especially if you still enforce the maximum of three powers.

That's not a rule--at least, not in the basic game. Sounds like it could be something from Road to Legend, but I'm not sure.
 
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Bryce K. Nielsen
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The Advanced Campaigns (RtL/SoB) limited the number of Power Cards the Overlord could have in play at the same time, depending on the stage of the campaign. 2 in Copper, 3 in Silver and 4 in Gold. This restriction did not exist in the base game.

-shnar
 
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