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Descent: Journeys in the Dark» Forums » Rules

Subject: movement and fatigue abuse (?) rss

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steven alexander
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Can using fatigue supplant using regular movement points during a hero's turn? The rules say that a player may use a fatigue point to move even when they have declared a Battle action (attack/attack). This seems a little powerful, as it allows a hero to use a chain of fatigue and fatigue potions to enter into range, then attack twice, and then continue the fatigue chain to move out of range, while never actually using any actual movement points at all! Does this seem right?

My understanding is that using fatigue is for extra movement, which assumes that you have spent all of your regular movement points first. Being allowed to use it instead in this way essentially lets heroes get 3 actions or more.

Another question: if they drink a potion on their turn, which requires a movement point, have they not done a movement action? Can they still declare the Battle action? Or attack and then ready an order, for instance?
 
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Matthew M
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chillrunr wrote:
Can using fatigue supplant using regular movement points during a hero's turn? The rules say that a player may use a fatigue point to move even when they have declared a Battle action (attack/attack). This seems a little powerful, as it allows a hero to use a chain of fatigue and fatigue potions to enter into range, then attack twice, and then continue the fatigue chain to move out of range, while never actually using any actual movement points at all! Does this seem right?


Sounds exactly right.

Quote:

My understanding is that using fatigue is for extra movement, which assumes that you have spent all of your regular movement points first. Being allowed to use it instead in this way essentially lets heroes get 3 actions or more.


They get extra actions...at a cost - fatigue can be used for other purposes so using them for movement means not using them for boosting attacks, for example. Further, you're spending gold on vitality potions that could be saved.

Though I do think using it for extra movement is one of the strongest uses of fatigue. And chaining vitality potions makes that even better. You can limit it by only allowing a character to drink one per turn, as suggested by the designers in another thread.

Quote:

Another question: if they drink a potion on their turn, which requires a movement point, have they not done a movement action? Can they still declare the Battle action? Or attack and then ready an order, for instance?


You need to declare your action before you do anything. So you declare a Battle action and then start spending fatigue for movement. Not the other way around.

-MMM
 
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Greg
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This is actually discussed in quite some detailed on the official fantasyflightgames website in the faq section (pdf format) for Descent as optional rules and limiting use of vitality potions. Worth checking out!
Below is an excerpt from website;

"Optional Rules Regarding Vitality
Potion Combos
Heroes can drink more than one vitality potion in a turn. This makes it possible for heroes to move many spaces and attack multiple times in
a single turn. During playtesting, players tried various “chains” of vitality potions. In the end, we felt that the cost versus the benefit of such combos was reasonably balanced. Remember that it takes 1 movement to drink a vitality potion, so a hero who uses this tactic is losing between 20-33% efficiency when spending vitality gained through a potion to drink another potion. Even with 3 potions (150 gp value) the
hero is only gaining an occasional expensive speed boost.
However, if you don’t like to see big chain combos of movement and attacks in the game, here are three different house rules that eliminate the combos in different ways:

1. Delayed Effect: Drinking a vitality potion has effectively the same effect as taking a Rest order. The hero is restored to full fatigue at the start of the next turn. This has the advantage that it’s easy
to remember, but it works against the intended effect of vitality potions, which is to provide a boost at the moment the heroes need it.

2. Potion Fullness: Limit heroes to drinking 1 vitality potion per turn. This effectively caps them to double their fatigue. If you want to limit
things further and make the rule even simpler, you could just limit heroes to 1 potion per turn, period. Then they have to choose between a
vitality and a healing potion each turn.

3. Potion Speed Cap: Limit extra movement that a hero can buy with fatigue each turn to the hero’s speed. Thus, Mordrog could only get up
to 3 extra movement each turn (and would still spend 3 fatigue to do so). This requires keeping track of how much movement a hero has bought
with fatigue each turn, but that is accomplished simply by placing the fatigue markers on the hero’s speed stat as they are spent and then discarding them at the end of the turn. [Note from Kevin Wilson: This is probably my favorite of the 3 rules.]"
 
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