by Slev
MeGusta wrote:
GameMasterX0 wrote:
MeGusta wrote:
This "review" told me absolutely nothing. :soblue:
I guess that would be partially true for someone who never played Descent 1st edition. "Absolutely nothing" is hyperbole, but you might need to read the rules and a few more reviews to figure out if the game is for you, as a newb to Descent.
As for me, someone who played 1st edition quite a bit, this review told me almost EVERYTHING I needed to know, without much fluff and unnecessary rules explanation.
To steal a line from the OP, this is a review "stripped of the fat and smothered in gravy":D
I did play the first edition but this review contained none of the "how".
Since the rule book is free for download, I didn't think the how of play was useful :P
However, since you want more, let me extrapolate on some practicalities of play.
The four archetypes basically boil down to:
Ranged fighter/scout
Melee Fighter/Tank
Melee fighter/DPR
Cleric/Healer/Buff
The Healer cleric, for example, has a skill to heal himself or an adjacent friend one red die of damage. This is an exhaust ability, so only once per turn, but not an action ability, so he can ALWAYS do it.
The other healing options combined with this mean that getting knocked out is a *concern* for the heroes, since it slows them down by removing actions, but isn't as big a setback as in 1st ed.
On the other end of the scale the dice combos and the fact that Monsters have surge abilities mean that monster attacks are actually useful, every monster is a risk to the heroes.
Since each surge ability acts only once and you get far fewer surges, it's a LOT quicker to figure out combat.
The range of options may be reduced, but each and every option is useful in the majority of circumstances.
Experienced Descent players where very impressed. New Descent players where upset they couldn't buy the game yet!