Get Sea of Blood. It's RTL but PIRATES. It's also still widely available. It's so much fun and adds a lot of cool stuff to Descent (like ship battles! Islands!) and fixes a bit of RTL (Divine Factor stops one side getting too far ahead of the other and stopping it being fun). Great avatars and dungeon design too.
Thanks for that. I'll check it out.
I can't stress enough how much you'd rather just get Descent 2.0 (with the built in campaign)
I've been playing Descent 2.0 for the past 2 weeks. I don't like it at all.
Several things I don't like about it so far:
- no exploration
- no puzzles
- combat is too binary (you can do no damage if he rolls high defence, or you can do 6+ damage)
- large monster movement is ridiculous (a large monster can move around a corner in 1 move when it would take 4 moves in Descent 1.0).
- overlord is encouraged to go for the objective instead of attacking player (especially since the death penalty is so low)
For example, take the second scenario we played 2 days ago. We had to defend a commander with 25hp who was summoning knights, yet couldn't move. If the commander dies before he succeeds a skill check for 5 rounds, you lose. It has us starting facing a group of enemies, with 2 ettins in a side passage. The ettins were very far away, but because of how movement around corners works for large monsters, they can both get to him in one turn. After that, it's just luck whether he can survive the onslaught of the 2 ettins or not.
So lets look at our available strategies.
- The obvious one would be to attack the monsters you're facing as you enter the dungeon, right? Nope. If you do that, you might wipe 1-2 of them out, but the ettins can do up up to roughly 10 damage a piece to the knight, so you could lose on the second turn. On an average roll, you'll probably only do 1-2 damage to the ettins, so you can't hope to kill them fast enough to stop them from killing the knight.
- There's only 1 viable tactic: do a double move and spend fatigue with 3 guys to block the passageway. This is completely unituitive. Unless you have characters that can both move and stun the ettins, whether you win or lose will be entirely dependent on whether or not you pick up on this strategy.
Corner to corner LOS is the worst think ever
Corner moving is worse. It's so difficult to block in Descent 2.0 because even large monsters can walk diagonally through anything.