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Descent: Journeys in the Dark» Forums » General

Subject: What the dice mean rss

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James Forsythe
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I was wondering what all the different colored dice exactly due - i.e. I wanted to get a feel for them. So I tallied up the min/average/max of the range and damage on each dice, plus the # of surges, and the # of miss icons. For the averages, I took the averages once the miss was subtracted out. So you can view this as "what is the average damage I will do if I don't miss". Here are the results, with an attemped description of each dice.

---------- Range----Surge------Damage-----Miss
Green----0-.3-1------2---------1-2.2-3-------0-------Weak Range, good damage
Yellow---1-2.2-3-----2---------0-.3-1------0-------Good range, very weak damage
Black----0-0.5-1-----2---------0-0.5-1-----0-------Note, you can get range or damage, not both
White----1-2-3-------4---------1-2-3-------1-------Good Range, best Surges, good damage
Blue-----1-2.2-4-----3---------0-1.2-2-----1-------Good Range, weak damage, Good surges
Red------0-1.2-2-----2---------1-2.8-4-----1-------Best Damage, average range

So Green, yellow and black are ways of adding damage (green), range (yellow), or a combinatio of both at your discretion (black) - without increasing your chances to miss. All other dice give a 1 in 6 change of missing. The white is great for surges, and has good range and damage. The Blue is good for range and surges, but has weak damage. The red does the best damage, and has averae range and low surges.

I won't swear this is completely correct - didn't double check it, but there it is, for what it's worth. I think the dice system is pretty nice - better than a lookup table.
 
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Andrew Goldman
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Quote:
I think the dice system is pretty nice - better than a lookup table.


Yeah, I agree. I found the dice from Doom (and this game) to be very innovative.

--Andy
 
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Jason Merriman
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Nice chart for the averages, handy to know if I can manage to memorize em.

Yeah, the ones with misses correspond to the type of attack (white=magic, blue=range and red=melee). You won't roll any more than one of those in any attack I believe, so you always have a 1in6 chance to miss. Then the other dice are added in to tailor the attack towards more attack/damage/surges in whatever amount is suitable for the weapon at hand. Example: the starting rune, Immolation, is a White and a Green. Meaning its a magic attack that tends toward short range and high damage. While the Magic Staff is a White and Yellow, which is the opposite, more range, less damage.

I like the dice system alot, the comment about eliminating charts is very true.
 
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James Forsythe
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BigHeadOne wrote:


Yeah, the ones with misses correspond to the type of attack (white=magic, blue=range and red=melee).


Interesting - I hadn't pulled out the cards to see what dice when with what types of attack. So magic (without adding in other dice) tends to do good surges, ranged attacks have the best range, but do wimpy damage, and melee does the best damage. Makes sense.

Jim
 
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Matthijs v S
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forsytjr wrote:

Interesting - I hadn't pulled out the cards to see what dice when with what types of attack. So magic (without adding in other dice) tends to do good surges, ranged attacks have the best range, but do wimpy damage, and melee does the best damage. Makes sense.

Jim


It would seem that way, yes. But it is easy to get either range or damage elsewhere, through skillcards, hero abilities, surges, etc. Considering this, magic does nearly the same amount of damage as melee, but doesn't need to be close. Combined with double the amount of treasure (6 melee weapons in total, 12 magic), and the increase in use of surges as the items become stronger, I'd say that magic is far superior to melee (mostly because of its range, and equal damage).

 
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Lance Bailey
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Of course I'm sure you've noticed that the red die is used in all melee attacks and no others, the white is the magic die, and the blue is the ranged die.
 
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After a few plays I'd disagree with the assumption that magic is better than melee. It seems that melee attacks tend to garner more bonuses from various sources than magic, and because of that do more damage, but never blast and rarely have other effects. In practice both are fine for middling monsters, magic is better at sweeping a room of wimpy monsters (once the blast spells have been obtained) but it's often hard to do serious damage to a monster with really good armor with most magic attacks. Usually the big melee buys take care of the big monsters. I think I have more fun with magic, but when we come across the big guys, I usually try to take out the escort, while the bruisers handle them. Gold spells might change this, but by the time you get them the adventure is usually concluding.

As for ranged attacks, they're OK, but they don't seem to do anything magic and melee can't. It's rare that you kill anything more than five spaces away, it seems. After all, you're in a dungeon, not outdoors. A weapon combo that dishes out serious damage at eight squares would be really handy -- again every time I've seen them the adventure was all but over, anyway.
 
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Erik Burigo
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“Don't try the paranormal until you know what's normal.” - Granny Weatherwax
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I love the 3 basic dice + modifier dice mechanic.

My only question is... why the red (melee) die bears distance numbers?
 
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Scott Lewis
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Painkeeper wrote:
I love the 3 basic dice + modifier dice mechanic.

My only question is... why the red (melee) die bears distance numbers?

In case the Chaos Beast attacks with both a ranged-type die and the melee die?
 
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Jeremy Lennert
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You may find this useful if you want to make further analysis of attacks.
 
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