We've played (vanilla) Descent a couple of times now and have been able to find answers to most of our rules questions in the FAQ, GLOAQ and on this forum. However, two issues are still up for discussion.
Does a charmed hero "benefit" from the power die added by DOOM!?
One can argue that the charmed hero should get an additional power die (naturally, up to the normal limit of 5 power dice per roll), based on the fact that he/she in essence change over to the "monster faction". This argument is somewhat supported by the fact that the overlord can play Aim on the charmed hero's attack and that a hero with a sweeping weapon only hits other adjacent heroes and not monsters. On the other hand, the word "monster" isn't used on Aim.
Is the damage dealt by a charmed hero reduced by Cautious?
I'm pretty sure I've seen this mentioned somewhere, but I'm unable to find it now. The argument for is of course that Dark Charm is a trap card, while the argument against is that damage is dealt by the charmed hero rather than the Dark Charm card itself.
Is there official word on these questions? If not, what is your opinion/how do you play?
Relevant card text:
DOOM! (Power) Play this card at the start of your turn and place it face up in front of you. All of your monsters roll 1 extra power die when attacking.
Dark Charm (Trap) Play at the start of your turn and chooose one hero. The chosen hero player must roll one power die. If the result is blank, nothing happens. If the result is not a blank, the hero must make one attack that you declare. This attack may target any hero, including the attacking hero, but is subject to normal attack rules, including range and line of sight.
Aim (Event) Play immediately after declaring an attack but before rolling any dice. Your attack is an aimed attack.
Cautious (Subterfuge skill) ...In addition, Trap cards always deal 1 less would to you (minimum 0).