Savigny Sur Orge
Hi all !
Descent is a game inspired by Doom. Descent's monsters are known not to last that much on the field, especially when gold treasure weapons are used against them. This is not the case with Doom.
We can notice a difference in inflicting wounds between Doom and Descent :
- In Doom : wounds = damage / armor, rounded to the lowest.
- In Descent : wounds = damage - armor.
These rules differ, and I do not understand why, to my opinion that's what makes Descent monsters so fragile. Example : using a golden bow you inflicted 15 damage to a giant (quite easily done) so he takes 9 wouwnd, he dies in one shot !
Using Doom rules, the giant takes 3 damage points, and you need 3 such attacks to kill him : more challanging.
That makes me ask :
Is there a mistake in the printed rules ?
Why have the rules changed that much from Doom to Descent (I know it is not the same game, so the rules not being the same seems ok, but Doom rules seem to give more challenging monsters)
Thanks for answers !
- Last edited Tue Jan 24, 2006 3:13 pm (Total Number of Edits: 1)
- Posted Tue Jan 24, 2006 3:09 pm
A short while ago, whilst playing DOOM, we made the mistake of doing wounds = damage-armour, which resulted in the marine taking a beating. I haven't played Descent yet, so I'm curious how this is going to pan out.
Rob "Bodhi" Wolff
No, as far as my gang knows, that isn't a mistake.
DOOM had some issues with difficulty and scaling. Wilson changed the engine a bit, and out popped Descent. The engine was tweaked a few other ways as well, such that now most of the "balance" issues tend to really be about individual scenario design, rather than the engine.
So, yup, Damage-Armour=Wounds.
In Descent, not everybody plays the same "character". In doom, you play the same character with the same stats, except each has two unique skills.
In Descent, not only do you have three unique skills, but you also have a unique power, differing power dice values on different attack types, different speed values, and yes, you guessed it, different armour values.
This is a big deal when comparing the two systems.
The armour values on Heroes in Descent ranges from 0 to 3, with armours themselves adding to that a value ranging between 1 and 4.
Hence the armour value can vary in a range between 0 and 7. (I believe; I don't have the game in front of me.)
If you use the division method, firstly you can cause division by zero.
But also, you can have heroes immune to damage. Monsters would deal only 1 wound when dealing 8-13 damage...
Hence, the subtraction method, with higher ranges of damage available. And then, of course, health values have been adjusted to reflect this. Some characters have 16 health, and with skills can exceed 20.