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Descent: Journeys in the Dark (Second Edition)» Forums » Variants

Subject: New Overlord card class: "Corruptor" rss

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Eric Sloan
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What do you think?

The Corruptor Class set

- Level 1 Putrid Spores
Play during your turn. Until the start of your next turn, whenever a hero attacks one of your monsters, they must test faith. If they fail while attacking with a melee weapon, they and adjacent heroes are diseased. If they fail while attacking with a range weapon, only the attacking hero is diseased.

- Level 1 Corrupted blood
Play during your turn. Until the start of your next turn, whenever a hero attacks one of your monsters, they must test might. If they fail while attacking with a melee weapon, they and adjacent heroes are poisoned. If they fail while attacking with a range weapon, only the attacking hero is poisoned.

- Level 2 Terror
Play when a hero attacks a monster. The hero must test faith. If they fail, they and adjacent heroes are immobilized.

- Level 2 Exhaustion
Play during your turn. Until the start of your next turn, whenever a hero attacks one of your monsters, they must suffer 1 fatigue. If there is no stamina to be spent, they suffer 1 dmg.

- Level 2 Broken will**
Play during your turn. Until the start of your next turn, whenever a hero attacks one of your monsters, they must test faith. If they fail, they lose 1 stamina and their will is broken. It costs 1 stamina to move into a space adjacent to a hero who's will is broken. This effect ends at the start of the OL turn.

- Level 3 Madness
Play after rolling defence dice. Blood pours from the hero's eyes. The hero must test Vision or Faith (your choice), if they fail, the hero attempts to cut out the evil from their body. Damage attributed to the monster is instead applied to the hero. If they pass, pick up an OL card.

- Level 3 Petrified
Play during your turn. Until the start of your next turn, whenever a hero attacks one of your monsters, they must test faith or might (your choice). If they fail, they are stunned. If they pass, pick up an OL card.


** May be too powerful and I'll just completely remove it from the deck. I thought it up though and if you have ideas on how to improve it please share!

Thanks in advance.
 
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Erik Burigo
Italy
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I love the concept.

Besides some weird terminology (I think you mean "Awareness" instead of "Vision", "Willpower" instead of "Faith" and "Draw a card" instead of "Pick up a card") it's an Overlord card that - in my opinion - stands out with its own personality.

Some advice based on personal taste and experience...

On Putrid Spores and Corrupted Blood, I'd change the text to something like:
"Play during your turn.
Until the start of your next turn, whenever a monster is attacked by an adjacent hero, each adjacent hero makes a Willpower [Might] test. If the monster is attacked by a non-adjacent hero, only that hero must make the test.
Each hero that fail the test is Poisoned [Diseased].
"

That is: it doesn't matter the weapon I'm using: only the distance from the monster (thus, firing while in melee becomes more dangerous than using a Reach weapon).

In the Exhaustion text, the "If there is no stamina to be spent, they suffer 1 dmg." is redundant.

I see Broken Will a bit redundant with Exhaustion. It also requires some bookkeeping (you passed, you failed, you failed, ...) for an entire turn and I really can't figure out how it makes sense thematically.
If you feel it too powerful ad wish to maintain the original concept you can tune down the "broken will" condition to "heroes must spend an additional point of movement to enter a square adjacent to a hero with a broken will".
If you don't mind changing the concept, I'd change the condition to "heroes with a broken will cannot spend surges."

I like Madness. It is less versatile than Dark Charm, but you ought to use it after a really good roll devil and you can target the worst attribute. Probably a 2 XP skill rather than a 3 XP one.

Is the Stunned condition caused by Petrified applied before or after attack resolution? Also... if 4 heroes pass their test, the Overlord draws 4 cards... it's a bit overkill. I'd drop this clause and impose change the text to:
"Play during your turn.
Until the start of your next turn, after a hero has attacked a monster, he must test Willpower or Might (your choice).
If he fails, he is Stunned and Immobilized,
If he passes, he is Immobilized.
"

Anyway, I repeat. A very good concept that forces heroes to tough choices.
 
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Rafal Areinu
Poland
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I don't like terror. Players can't see it coming, so all they could do is always keep away from each other - which is ranging from bad idea to impossible depending on scenario. Otherwise they risk pretty much losing a turn for all characters. And the risk is great, because OL can just use it on someone that has 1-2 in that stat to immobilize whole group...

It's overkill in race scenarios... so basically all of existing ones
 
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Eric Sloan
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Painkeeper wrote:
I love the concept.

Besides some weird terminology (I think you mean "Awareness" instead of "Vision", "Willpower" instead of "Faith" and "Draw a card" instead of "Pick up a card")


Yah, I never really picked up on the proper terminology. I'll be sure to correct them for the future. Thanks!
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Eric Sloan
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Areinu wrote:
I don't like terror. Players can't see it coming, so all they could do is always keep away from each other - which is ranging from bad idea to impossible depending on scenario. Otherwise they risk pretty much losing a turn for all characters. And the risk is great, because OL can just use it on someone that has 1-2 in that stat to immobilize whole group...

It's overkill in race scenarios... so basically all of existing ones


I was a little worried about this one since an overlord could be a really powerful immobilizer if he/she also had Web Trap x2. Would it be better if I switched it to "that hero and each hero adjacent must test.."?
 
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Eric Sloan
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Descent: Journeys in the Dark (Second Edition) » Forums » Variants
Re: New Overlord card class: "Corruptor"
Painkeeper wrote:
I love the concept.

Besides some weird terminology (I think you mean "Awareness" instead of "Vision", "Willpower" instead of "Faith" and "Draw a card" instead of "Pick up a card") it's an Overlord card that - in my opinion - stands out with its own personality.

Some advice based on personal taste and experience...

On Putrid Spores and Corrupted Blood, I'd change the text to something like:
"Play during your turn.
Until the start of your next turn, whenever a monster is attacked by an adjacent hero, each adjacent hero makes a Willpower [Might] test. If the monster is attacked by a non-adjacent hero, only that hero must make the test.
Each hero that fail the test is Poisoned [Diseased].
"

That is: it doesn't matter the weapon I'm using: only the distance from the monster (thus, firing while in melee becomes more dangerous than using a Reach weapon).

In the Exhaustion text, the "If there is no stamina to be spent, they suffer 1 dmg." is redundant.

I see Broken Will a bit redundant with Exhaustion. It also requires some bookkeeping (you passed, you failed, you failed, ...) for an entire turn and I really can't figure out how it makes sense thematically.
If you feel it too powerful ad wish to maintain the original concept you can tune down the "broken will" condition to "heroes must spend an additional point of movement to enter a square adjacent to a hero with a broken will".
If you don't mind changing the concept, I'd change the condition to "heroes with a broken will cannot spend surges."

I like Madness. It is less versatile than Dark Charm, but you ought to use it after a really good roll devil and you can target the worst attribute. Probably a 2 XP skill rather than a 3 XP one.

Is the Stunned condition caused by Petrified applied before or after attack resolution? Also... if 4 heroes pass their test, the Overlord draws 4 cards... it's a bit overkill. I'd drop this clause and impose change the text to:
"Play during your turn.
Until the start of your next turn, after a hero has attacked a monster, he must test Willpower or Might (your choice).
If he fails, he is Stunned and Immobilized,
If he passes, he is Immobilized.
"



Thanks for your suggestions, I like them and I will incorporate them. For Petrified it was intended to be applied afterwards. I like the if fail then immobilized change though. It's strong, but it on par with a level 3.

I'll probably get rid of Broken Will, it's not yet at a place that I like.
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David L.
Germany
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Eric, I really like your idea of a condition oriented OL card class.
Have you made any experiences with your class "on the battlefield" that you might share?
Personally, I believe a "choose a monster group" tag (so the effect works only if the heroes attack a monster of the chosen group) on some or all of the cards could make them more interesting. The way the cards are at the moment, it seems not that challenging for the OL to use them gainfully.
Additionally, perhaps one of the level 1 cards could work for melee and adjacent attacks and the other on attacks from a distance. Flavorwise I would pick the spores as the ranged effect, and the corrupted blood as the melee effect. Whether this makes sense with the skill checks (thinking about the fact that warriors have the most strength for example) could be futher explored.
Oh and yes, all of my ideas seem to weaken your cards, which I think is ok - if they come out too weak, one can still add another small bonus to bring them up to a higher power level.
 
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