FAQ update thread

By Thundercles, in Descent: Journeys in the Dark

Could you add an explanation of "One Fist" (how this special attack interacts with ambidextrous, for exemple), and how is treated scrub with magic attacks (and Tobin)?

17. Armour and deep water - variable armours, and armour bonuses from non-armour items


And, what happens if he has armour unequipped -ie. in his pack-? Can a hero put an armour in his pack, move, and reequip it later to ignore the penalty?

gran_orco said:

17. Armour and deep water - variable armours, and armour bonuses from non-armour items


And, what happens if he has armour unequipped -ie. in his pack-? Can a hero put an armour in his pack, move, and reequip it later to ignore the penalty?

Go to the appropriate threads and make your comments there.

Corbon said:

1.. Issue of Whether the Revenge is sunk automatically during a TPK result in SoB. This is a fairly minor and easy issue, basically a yes/no question.

2. Odd shaped monster movement. this one was hashed out fairly thoroughly in this main forum several months back, but additional comment are still welcome.

3. Wall/door definitions. We've never had any. Do we need them? Read it and comment!

4. Terrain - mostly clarification of the new terrain in SoB, but also an attempt to get the term 'terrain' clarified in general.

5. The Burning Bay/Sea SoB level. minor problems, unless your OL is clever and then they are major issues.

6. Tentacles, the Kraken and the Void. This is a big one for SoB players.

7. Crystal of Tival timing - lets clear this up completely and explicitly

8. Guard + Mimic - a very minor FAQ amendment to close a loophole

9. Healing skills in Advanced Campaigns - Earth Pact, Ran's Mark. Do they confer similar benefits as Ispher and Red Scorpion's specials?
10. Silver/Gold start Advanced Campaigns - can the OL spend his starting XP the same way the heroes do?

11. 'In Dungeon cards outdoors - DotMG and Animate Weapons. Do they work in encounters?

12. LOS in own space - clarifying that LOS obstructions in own or target space don't count.

13. Daze and Bash - how do they interact?

14. Fleeing an Island level (onboard ship) - back to home port, or stay where you are?

15. SoB trails with no encounter marker - are they misprints, or safe trails?

16. Divine Favour - the promised FAQ of never less than 1 never appeared...

17. Armour and deep water - variable armours, and armour bonuses from non-armour items

18. Wild Vortex - the one where the current drives the Revenge into the rocks on turn 1!

19. Round ending and simultaneous ship/wind movement - important for SoB ambushes where wind current operate at the end of a round, but the usual round sequence is changed, and how to move ships when they are moving differently but 'simultaneously'

20. Rapid Firing after a Dark Charm - this was a 10 page thread that got very abstract!

21. Are fatigue tokens a limit - AC parties can easily exceed 24 combined fatigue...

22. Exiting the cage when there is no room - a minor problem with SoB level 60

23. Hustle giving MP - the wording is moves extra spaces, should it be gain MP?

24. Necromancy. What does the monster look (stat/abilities) like under control of the hero - mostly, tough not entirely, applicable with Advanced Campaigns where monster can have many upgrades - which, if any, upgrades carry over and which do not?

25. Double Training at Secret Masters - Can you train W/F during eth same week as you train skill/traits?

26. Focused out Power cards and Reinforcing - is a powerd card focused out of the deck still available for reinforcing purposes?

27. Immunity to Avatars (and Lts) - can a hero be immune to just a part (eg Ironskin vs Sorcery/Pierce), and should Lts count too.

28. Is scrub empty? - for the purposes of playing space traps and also ending movement.

29. Ship Upgrades - clarification on the botched answer in the last FAQ

30. Large Monsters moving and Terrain - (different to large irregularly shaped monster movement) a new attempt to resolve the perennial howler on pg2 of the FAQ. This one has been botched so many times in the past that it needs YOUR input to see if we can get it right for once!

Three new threads...

31. The Siren's Call - what happens when a hero has left over MP?

32. Lt encounters - a faulty FAQ answer on pg 17?

33. Scrub effect - "ranged" or "Ranged"? Doesn scrub affect Magic attacks too?

Corbon said:

1. Issue of Whether the Revenge is sunk automatically during a TPK result in SoB. This is a fairly minor and easy issue, basically a yes/no question.

2. Odd shaped monster movement. this one was hashed out fairly thoroughly in this main forum several months back, but additional comment are still welcome.

3. Wall/door definitions. We've never had any. Do we need them? Read it and comment!

4. Terrain - mostly clarification of the new terrain in SoB, but also an attempt to get the term 'terrain' clarified in general.

5. The Burning Bay/Sea SoB level. minor problems, unless your OL is clever and then they are major issues.

6. Tentacles, the Kraken and the Void. This is a big one for SoB players.

7. Crystal of Tival timing - lets clear this up completely and explicitly

8. Guard + Mimic - a very minor FAQ amendment to close a loophole

9. Healing skills in Advanced Campaigns - Earth Pact, Ran's Mark. Do they confer similar benefits as Ispher and Red Scorpion's specials?
10. Silver/Gold start Advanced Campaigns - can the OL spend his starting XP the same way the heroes do?

11. 'In Dungeon cards outdoors - DotMG and Animate Weapons. Do they work in encounters?

12. LOS in own space - clarifying that LOS obstructions in own or target space don't count.

13. Daze and Bash - how do they interact?

14. Fleeing an Island level (onboard ship) - back to home port, or stay where you are?

15. SoB trails with no encounter marker - are they misprints, or safe trails?

16. Divine Favour - the promised FAQ of never less than 1 never appeared...

17. Armour and deep water - variable armours, and armour bonuses from non-armour items

18. Wild Vortex - the one where the current drives the Revenge into the rocks on turn 1!

19. Round ending and simultaneous ship/wind movement - important for SoB ambushes where wind current operate at the end of a round, but the usual round sequence is changed, and how to move ships when they are moving differently but 'simultaneously'

20. Rapid Firing after a Dark Charm - this was a 10 page thread that got very abstract!

21. Are fatigue tokens a limit - AC parties can easily exceed 24 combined fatigue...

22. Exiting the cage when there is no room - a minor problem with SoB level 60

23. Hustle giving MP - the wording is moves extra spaces, should it be gain MP?

24. Necromancy. What does the monster look (stat/abilities) like under control of the hero - mostly, tough not entirely, applicable with Advanced Campaigns where monster can have many upgrades - which, if any, upgrades carry over and which do not?

25. Double Training at Secret Masters - Can you train W/F during eth same week as you train skill/traits?

26. Focused out Power cards and Reinforcing - is a powerd card focused out of the deck still available for reinforcing purposes?

27. Immunity to Avatars (and Lts) - can a hero be immune to just a part (eg Ironskin vs Sorcery/Pierce), and should Lts count too.

28. Is scrub empty? - for the purposes of playing space traps and also ending movement.

29. Ship Upgrades - clarification on the botched answer in the last FAQ

30. Large Monsters moving and Terrain - (different to large irregularly shaped monster movement) a new attempt to resolve the perennial howler on pg2 of the FAQ. This one has been botched so many times in the past that it needs YOUR input to see if we can get it right for once!

31. The Siren's Call - what happens when a hero has left over MP?

32. Lt encounters - a faulty FAQ answer on pg 17?

33. Scrub effect - "ranged" or "Ranged"? Doesn scrub affect Magic attacks too?

Three new threads...

34. AC level 68 Maze of Madness - the doors have special rules for opening, but what about closing? heroes can be blocked off an only able to kill themselves to progress...

35. Adding dice to an Aimed attack - maybe this isn't necessary? But Aim is mechanically different from dodge, timing wise...

36. Jumping - when, how, where...

The FAQ update document is now going through proof reading before submission for discussion with FFG.
There are over 50 questions now, and almost all are complete but there are one or two that really still need some work and in particular, I would greatly appreciate some input from a few people who didn't agree with the process and stopped helping (yes, Antistone that's mainly you, but also anyone else who can help with this part) on the trickiest rewrite.

30. Large monsters and Terrain

Antistone's long post there was by far the best ideas I think, so I've tried to use that as a basis for a rewrite.

Comments, missed things, screwups, improvements etc on the following please...

Suggestion:
Replace the red section of the current FAQ entry on Large monsters and Terrain (page 2) with the following:
Large monsters interact with terrain (obstacles, props and other space effects) in varying ways.

Impassable terrain (eg rubble, water) is still impassable. A large monster may not have any of its spaces occupying terrain of this type.
In all other cases, a monster that occupies more than one space of any type of terrain or effect only ever suffer these effects as though only one space is occupying that terrain or effect area regardless of how many spaces actually occupy it.

Some terrain types are ignored by a large monster unless ALL of its spaces occupy or move into that terrain type. The monster(Overlord) does not have a choice about whether these terrain types affect it or not – they do if all spaces are in such terrain, they do not if any spaces are not in such terrain.
Such terrain types include (up to Sea of Blood) Pits, Lava, Barrels, Bone Heaps, Ice, Mud, Water (Shallow) and Water (Deep). A large monster entirely in a mixture of Water (Shallow) and Water (Deep) spaces counts as entirely in Water (Shallow) spaces.

Some terrain types have voluntary affects on large monsters. In these cases the large monster may choose to be affected by the terrain/each effect of the terrain independently (one) or not. The choice is made each time the monster moves/at the end of the monster’s movement/at any time (two) and can be changed at any such time/cannot be changed once made (one) .
Example: A large monster entering a Bed and Table space (costs 2MP to enter, is elevated) is not required to pay the entry cost but may benefit from the elevation effect.
If all of a large monster’s spaces occupy the same sort of terrain of this type, then the monster is affect in all ways by that terrain without any choice.
Terrain of this type (up to Sea of Blood) includes Altars, Bed and Tables, Forecastle, Fountain, Frozen Sarcophagus, Mast, Pipe Organ, Sarcophagus, Throne, Tree and Weapon Mount (empty).

Some terrain types and effects have compulsory effects on large monsters even if only one space is occupied by the large monster.
Terrain and effects of this type (up to Sea of Blood) includes Aura, Corrupted Space, Dart Field, Fog, Giant Mushrooms, Reefs, Sandbars, Scything Blades and Whirlpool centre space.
Optional addition: Traps that have effects that trigger only on entry to a space will only trigger when a large monster enters spaces of that type that it did not already occupy. Eg, an ogre moving through a dart field will trigger the dart field three times – the fourth movement in the dart field is only rear-spaces-of-ogre entering dart field spaces already occupied by front-spaces-of-ogre.

OPTIONAL Oddbits : When a large monster attacks it must choose one space to attack from. Any elevation and line of sight effects will be counted only from that space, although the large monster may benefit (or suffer) from non-terrain effects that affect it's other spaces during the attack (eg command).
When a non-elevated space is attacked which contains an elevated monster (an 'overhanging' space is targeted), the attack is targeting the non elevated space, not the elevated monster, so does not count the penalty for attacking an elevated space.

Comments:
Impassable terrain rules are clear from other ruling made previously.
Pits, Lava, Ice, Mud all have in their base rules wording that requires a large monster to be entirely in them to be affected.
Barrels and Bone Heaps all have only 'entry' effects (for monsters) so under existing rules large monsters want to and can avoid all effects easily.
Water (Deep/Shallow) I arbitrarily placed here as it seemed to work best. That could easily be changed.
The voluntary effects types seemed automatic choices to me, interested if anyone would differ.
Likewise the cumpolsory effects types. Should Aura go in with traps in the optional addition - or at least be entioned as a possibility to FFG?
The large monster attacks part solves a minor incongruity.
The non-elevated space is already clear if you follow the rules properly but easily confused by players paraphrasing.

It is a good rule, BUT I think that the actual rule is easier to play, simple and better, although not realistic/balanced. So I would maintain the actual rule in the FAQ.

gran_orco said:

It is a good rule, BUT I think that the actual rule is easier to play, simple and better, although not realistic/balanced. So I would maintain the actual rule in the FAQ.

If you read the thread you will see that there are several major problems with the actual rule in the FAQ. And the whole large monster/terrain thing is one f the more frequently asked about and discussed problem issues overall.

so is there a final version?

skolo said:

so is there a final version?

Soon. :)