Could some D&D4E dudes kindly pitch in here? I'm guessing you roll d20, add your attack, try to get their AC or over, then do damage equal to your weapon, right? Making this guy a moderately tough little puppy??
Could some D&D4E dudes kindly pitch in here? I'm guessing you roll d20, add your attack, try to get their AC or over, then do damage equal to your weapon, right? Making this guy a moderately tough little puppy??
Exactly. Though it's actual toughness is yet to be confirmed, because it apparently doesn't use the same HP/damage progression from 4E (which is a Good Thing, IMO).
Interesting section on Tactics. I like it, it's very simple, but I wonder if this couldn't be simplified further, through keywords or expressions, like "chase: 1 tile / Atk: adjacent" or something (Dungeon Plungin has "Laws" for monster tactics, for instance).
Anyway, I'm guessing they got rid of Movement Speed as there's nothing on the card about that (and rolling 2d6 for movement seems impossible as the game uses only a d20). I suppose you can move heroes and monsters to the "entrance" of the next board section (is this what they mean by "tile"?) or to anywhere within it - does this mean there are no Attacks of Opportunity in the boardgame?.
Could some D&D4E dudes kindly pitch in here? I'm guessing you roll d20, add your attack, try to get their AC or over, then do damage equal to your weapon, right? Making this guy a moderately tough little puppy??
Could some D&D4E dudes kindly pitch in here? I'm guessing you roll d20, add your attack, try to get their AC or over, then do damage equal to your weapon, right? Making this guy a moderately tough little puppy??
I've only played 4e once, but thus far, the same logic would apply in 3e as well. (except in both 3e and 4e, you'd roll for damage instead of a fixed number. As I predicted, it seems the damage is fixed in the board game to reduce die rolling and number of dice needed. Not to toot my own horn, but toodooloodooloo.)
Notice also the fine print under the 3 damage. Seems this guy still does 1 damage, even if he misses. That's a very 4e-like thing. Several 4e powers do something even if they miss, and do something better if they hit.
Also something to note in this picture is the assembled map beneath all the components. It looks like we WILL be able to have large chambers in this game, not just 2-square width hallways the whole time. It was a concern expressed after the last teaser image, but now seems to be dispelled.
Anyway, I'm guessing they got rid of Movement Speed as there's nothing on the card about that (and rolling 2d6 for movement seems impossible as the game uses only a d20). I suppose you can move heroes and monsters to the "entrance" of the next board section (is this what they mean by "tile"?) or to anywhere within it - does this mean there are no Attacks of Opportunity in the boardgame?.
I'm guessing the heroes still have a speed characteristic and move square by square. The monsters might all move 6 or something, so it's just not listed. Or they might be able to just move anywhere that meets their tactics. It seems hard to imagine a situation that would require the Wraith to have to travel more than 4 or 5 squares on one tile.
Also, the character cards seem to list AC, HP, Speed, Surge Value. The Fighter looks like an AC 17, 10 HP, 5 Speed, and 5HP Surge Value to me. The Dwarf cleric behind him looks like 15, 8, 5, 4HP.
I'm guessing oppos are still in there. They're pretty easy to handle. No point in having the gird, honestly, if individual squares aren't counted and tactical positioning is meaningless.
Looks like there’s a leveling system: - The monster card has an experience value; - The character sheets shown have "1st Level" in the bottom right corner.
Looks like there’s a leveling system: - The monster card has an experience value; - The character sheets shown have "1st Level" in the bottom right corner.
curious. mike already said there was no levelling. . . could they have heard our pleas??
EDIT - maybe xp is treated like a measure of 'victory points' as it were?
Looks like there’s a leveling system: - The monster card has an experience value; - The character sheets shown have "1st Level" in the bottom right corner.
curious. mike already said there was no levelling. . . could they have heard our pleas??
EDIT - maybe xp is treated like a measure of 'victory points' as it were?
I think he stated there was no campaign...not that there wasn't any leveling specifically. I could be mis-remembering, but I think that was the gist. Hence you can still and will still level in the game, or use experience at least, but it won't carry over to the next game (and in fact you probably would be over powered if you did).
I'm still hoping for campaign rules that are downloadable however...unless somehow despite all expectations and thoughts they did manage to get some into the ruleset.
I think he stated there was no campaign...not that there wasn't any leveling specifically. I could be mis-remembering, but I think that was the gist. Hence you can still and will still level in the game, or use experience at least, but it won't carry over to the next game (and in fact you probably would be over powered if you did).
Much like in Descent. Yeah, sadly I think you're right, this sounds much more likely.
Could some D&D4E dudes kindly pitch in here? I'm guessing you roll d20, add your attack, try to get their AC or over, then do damage equal to your weapon, right? Making this guy a moderately tough little puppy??
I won't be playing unless THAC0 is involved.
j/k, I'll still play...
I had a friend that had THAC0... He took some pills and it went a way.
I really like the tactics card for the monster. It does look like there is a leveling system like Vanilla Descent where you level during the each adventure but it resets between adventures!
Not that my suggestions matter at this point. But I'm hoping heroes do NOT level during a session, but instead experience is used for optional campaign rules.
I think within-session leveling makes balancing a scenario really difficult. In Descent, by the time heroes level up they're one-shoting every monster in the dungeon. All the DM can do is hope they don't get that far in the first place.
Also, with classic D&D, heroes never leveled within a session, experience wasn't even allocated until the end of one. Leveling was always done between sessions. When do they have the time to train and acquire skills in the middle of a battle anyway?
I hate these no-DM adventure games. So if this wraith is hidden and too far away to attack someone, it will emerge from cover because it is compelled to move toward the nearest hero. Great, this will be like Half-life 2 -- when I approached a building all the dummies hiding inside would neatly parade on out to where I was standing while I lined them all up for a shotgunning. Uh oh, here comes a wraith right at us at one square per turn, and us with nothing to defend ourselves besides armor, swords, crossbows, and magic spells; what are we going to do? I'll stick with Descent, thanks.
Not that my suggestions matter at this point. But I'm hoping heroes do NOT level during a session, but instead experience is used for optional campaign rules.
I think within-session leveling makes balancing a scenario really difficult. In Descent, by the time heroes level up they're one-shoting every monster in the dungeon. All the DM can do is hope they don't get that far in the first place.
That's a problem with Descent, and one of the main reasons I hate that game, not with character development as a whole mechanic.
...Anyway, I'm guessing they got rid of Movement Speed as there's nothing on the card about that ...
... The monsters might all move 6 or something, so it's just not listed. ...
I don't get these two comments: Actually, it is listed where and how far it moves (1 tile). I suppose there is a similar text including speed or number of tiles to move on all the monster cards.
I hate these no-DM adventure games. So if this wraith is hidden and too far away to attack someone, it will emerge from cover because it is compelled to move toward the nearest hero. Great, this will be like Half-life 2 -- when I approached a building all the dummies hiding inside would neatly parade on out to where I was standing while I lined them all up for a shotgunning. Uh oh, here comes a wraith right at us at one square per turn, and us with nothing to defend ourselves besides armor, swords, crossbows, and magic spells; what are we going to do? I'll stick with Descent, thanks.
Right and the bigger problem in a Boardgame with this kind of mindless movement is that it involves a lot of very simple bookkeeping (aka Moving Minis) and a complete reliability (aka AP).
The wraith on the card looks like he's hailing a taxi.
Understandable with those movement restrictions.
The movement says "tile" not "square". That seems to imply if it is on the same tile as a hero, or a tile adjacent to that hero, it simply moves next to a hero and attacks. Almost like the distance is irrelevant, as long as they are in the same or adjacent "rooms". If that is the case, the Wraith would probably be able to jump a hero as soon as it comes into play, probably to represent the fact that it can fly, is incorporeal, ect.
The movement says "tile" not "square". That seems to imply if it is on the same tile as a hero, or a tile adjacent to that hero, it simply moves next to a hero and attacks. Almost like the distance is irrelevant, as long as they are in the same or adjacent "rooms".
I guess this could apply for all the monsters. Claustrophobia has a system similar to this (in fact they left out the squares completely and just have the minis placed freely on a tile) and it works like a charm. The squares on the tiles could just be for placement restrictions like you can't place more monsters and heroes on a tile than you've got squares for. And for visualizing who is attacking someone by placing the minis on squares next to each other.
The movement says "tile" not "square". That seems to imply if it is on the same tile as a hero, or a tile adjacent to that hero, it simply moves next to a hero and attacks. Almost like the distance is irrelevant, as long as they are in the same or adjacent "rooms".
It could also be a special ability unique to the wraith maybe, with everyone else using the squares as you'd expect?
The movement says "tile" not "square". That seems to imply if it is on the same tile as a hero, or a tile adjacent to that hero, it simply moves next to a hero and attacks. Almost like the distance is irrelevant, as long as they are in the same or adjacent "rooms".
It could also be a special ability unique to the wraith maybe, with everyone else using the squares as you'd expect?
Yeah, of course. I am definetely just guessing here.
It could also be a special ability unique to the wraith maybe, with everyone else using the squares as you'd expect?
I don't know, but if this were the case you'd think an entry for Speed would show up on the art of the card (even if it was filled with just a "-" or "special").
And I think it's great that they are doing this (assuming we are assuming correctly), because even in 4e with its big rooms and wide corridors Speed can be irrelevant and a bore for the DM to track. The Tactics on the card work much better, specially for a DM-less game with 6x6 square tiles. I'm considering stealing it for other games as well.
So this is just hating on a game based solely on a couple of images posted at a niche site.
Watch out...this looks like it's headed to the "derail" zone. Gotta be careful. Try talking about the game, not on someones motivation for what they post. Or else, you know, it might derail the thread.
In the other mega-image-thread people were complaining that this game lacks a Ravenloft, gothic theme and is more like a normal dungeon game. I was hoping that the cards would contain flavor-text, descriptions that might help out in this department. Doesn't look like that's going to happen.
I'm a bit worried about the mechanic of the Death Shriek Special Ability. When the Wraith is destroyed each hero on the same tile is dealt 1 damage. This means that a hero which is only 1 square away from the Wraith, BUT on another tile is undamage while someone else who is further away but on the same tile is damaged. Doesn't make a lot of sense to me.
Wouldn't this death Shriek ability have been better if the range was given in squares ? rather than being on the same tile ?
Also, with the damage on everyone on the same tile, weird things will crop up. Just like real life.
Like, once in a while, you'll kill one and be on the other tile!
Look at this image
Assault on Hoth.
The range/die damage you do is based on "Macrohexes", the thick line surrounding 7 hexes. (Movement was just plain hexes.)
I remember playing this so that my Imperial Walker gave up just a bit of distance, so that it's butt was exposed to enemies technically one more macrohex distant. (This helped because the walkers had nothing in the rear arc) It became a strategy.
To be honest, they probably worded it this way to avoid arguments about whether the damage would come around a corner, etc, etc...