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Shawn Hubbard
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Like many of us, I've been fiddling with how to play Road to Legend with 2E rules. I've had a couple of ideas, but the two things I'm stuck on are monster advancement (not the topic of this post but feel free to throw in some ideas) and dungeon victory conditions.

I've tried two dungeons with a set of 4 heroes. They move at about the same pace and last about as long or a little longer as most of the 2E encounters. But this is without any way for the OL to win. The OL kept killing heroes but to what end? I thought of these as options:

- hero party gets X number of revives and then are forced to flee. This would encourage focus firing the hero with the lowest life since all deaths are now worth the same which doesn't seem right.

- hero deaths give the OL XP. Compensate by inflating XP cost of things the OL can buy. This has the same problems as above. I guess you could do something based on HP where healthier heroes are worth more, but now we start getting back to conquest which was kind of a clunky system, but maybe necessary.

- heroes have a time limit of turns as they do in some 2E encounters. If the time limit expires, the path to the next floor is closed and they must retreat. This seems more thematically correct and not as easy for the OL to abuse (of course reinforcements and large monsters can skew this) but the dungeons are so varied it seems they'd each need their own time limit. Maybe that is correct. Doing this definitely encourages more of the race style of play over the explore style of play, which I don't think I like.

Has anyone else tried to do this? Any thoughts?
 
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Tristan Hall
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You could have something simple like a 6 turn limit, in combo with the OL gaining 1XP for each hero death. If the OL reaches 3XP before the heroes beat their goal the encounter is over as an OL win.
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Triu Greykith
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ninjadorg wrote:
You could have something simple like a 6 turn limit, in combo with the OL gaining 1XP for each hero death. If the OL reaches 3XP before the heroes beat their goal the encounter is over as an OL win.

I don't have D1E:RtL, but I like the simplicity of your rule. It may need some tweaking for balance, but GJ.
 
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Shawn Hubbard
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ninjadorg wrote:
You could have something simple like a 6 turn limit, in combo with the OL gaining 1XP for each hero death. If the OL reaches 3XP before the heroes beat their goal the encounter is over as an OL win.


I think this could work but I don't think 6 could be the hard and fast number. I think each dungeon would have to be playtested and an appropriate number chosen. I know in the two dungeons I played, 6 turns would have been way too short and would have forced the heroes to sprint to the exit ignoring all searching, which doesn't seem fair.

I plan on testing more dungeons today and I'll keep track of this to see how it works.
 
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Triu Greykith
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Maybe a formula based on the # of tiles in the map, at least for an initial value. Even that might need to be adjusted, based on the objectives -- how much time you waste on non-movement actions. Come up with a couple of simple rules to provide a turn limit, then playtest & adjust. You might also need to adjust the 3 KO rule, based on party size or whether it is a "race" objective vs. a more combat oriented quest. [This is all off the top of my head, not having played RtL).
 
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Shawn Hubbard
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So after a few playthroughs this morning 6 is a pretty close number. I was able to clear 2 levels on the hero's 7th turn and that includes getting all search tokens. Probably not 100% accurate since I wasn't paying attention to my Overlord hand and missed a few opportunities to make life harder for the heroes - maybe 8 is a good benchmark?

I still think in the end each map will need to be evaluated. In addition to this, search tokens have to be swapped around, and monster groups have to be modified to work with 2E (i.e. what groups are allowed, are there reinforcements, etc.)

I'm also not entirely sold on how the OL gains XP, mostly because I haven't figured out what to do with the OL upgrades. The hero upgrades map fairly well once you do some math on possibilities and keep the ratios intact (I'll probably post on this in the future). But nothing for the OL maps. Monster upgrades have to be re-thought, lieutenants don't balance with 2E numbers, avatar upgrades don't really fit, etc. Once I can figure out what's possible for OL upgrades, then I think how XP is acquired will be more obvious.

Lots of stuff to figure out, but a decent amount of progress made so far.
 
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Stephen Williams
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Descent: Journeys in the Dark (Second Edition) » Forums » Variants
Re: RtL conversion - dungeon victory conditions
Perhaps this isn't very realistically balanced (I certainly haven't tried it or anything) but I kind of like the idea of "ironman heroes."

If all the heroes are KO'd at the same time, game over. Permanently.

Sure, it's hard for the OL to make any serious traction most of the time, but he only needs to do it once in the course of the whole campaign. Meanwhile he can keep working on his "big picture" goals on the overworld map.
 
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