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Descent and D&D
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 3310325" data-attributes="member: 23094"><p>It's funny.</p><p></p><p>My D&D group plays Descent and Runebound rather frequently, especially over the past couple months (while we've been on a D&D hiatus due to scheduling issues).</p><p></p><p>Like Merric and others noted, they are <em>long</em> games.</p><p></p><p>After our last Descent game, however, we came to a conclusion. The reason that we were taking so long is that we were trying to play it <em>like D&D</em>.</p><p></p><p>What's one of the cardinal rules of D&D adventuring? <em>Never leave a living monster behind you.</em> So, as we went around, playing through our Descent adventures, we'd make absolutely certain that we'd wiped out the OL's monsters, that we'd covered all our sightlines to prevent him from spawning any more, etc.</p><p></p><p>The trick is, in Descent, individual monsters aren't that tough. They're much, much, much more limited than your foes in a basic D&D game. That kobold you ignored in the first room <em>can't</em> run ahead and warn his tribe, setting a deadly ambush with traps, pitfalls, caltrops, and hordes of Kobold Sor 1s and War 1s.</p><p></p><p>That lone kobold behind you is, for most intents and purposes, wasted spawn points. If he wants to hurt you, then he needs to come running up to you, and any but the weakest adventurer can easily take him in single combat, so who cares?</p><p></p><p>And, even then, if the kobold punks your wounded, no-defense wizard ... <em>he's only worth 2 or 3 points to the Overlord.</em> In most games, he'd need to kill you a dozen times over to seriously endanger your chances of beating the dungeon.</p><p></p><p>In short, I think if our group got further away from the D&D mindset, and more into the Diablo mindset, when playing Descent, we'd play a lot faster and probably have a lot more fun.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 3310325, member: 23094"] It's funny. My D&D group plays Descent and Runebound rather frequently, especially over the past couple months (while we've been on a D&D hiatus due to scheduling issues). Like Merric and others noted, they are [i]long[/i] games. After our last Descent game, however, we came to a conclusion. The reason that we were taking so long is that we were trying to play it [i]like D&D[/i]. What's one of the cardinal rules of D&D adventuring? [i]Never leave a living monster behind you.[/i] So, as we went around, playing through our Descent adventures, we'd make absolutely certain that we'd wiped out the OL's monsters, that we'd covered all our sightlines to prevent him from spawning any more, etc. The trick is, in Descent, individual monsters aren't that tough. They're much, much, much more limited than your foes in a basic D&D game. That kobold you ignored in the first room [i]can't[/i] run ahead and warn his tribe, setting a deadly ambush with traps, pitfalls, caltrops, and hordes of Kobold Sor 1s and War 1s. That lone kobold behind you is, for most intents and purposes, wasted spawn points. If he wants to hurt you, then he needs to come running up to you, and any but the weakest adventurer can easily take him in single combat, so who cares? And, even then, if the kobold punks your wounded, no-defense wizard ... [i]he's only worth 2 or 3 points to the Overlord.[/i] In most games, he'd need to kill you a dozen times over to seriously endanger your chances of beating the dungeon. In short, I think if our group got further away from the D&D mindset, and more into the Diablo mindset, when playing Descent, we'd play a lot faster and probably have a lot more fun. [/QUOTE]
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