17. Varied Armour and deep water?

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soygreen

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Sep 9, 2010, 10:45:14 AM9/9/10
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Varied Armour and deep water?

Corbon Loughnan

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Sep 16, 2010, 2:38:57 AM9/16/10
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Deep water (SoB) forces a hero to pay fatigue according to his total
Armour value (natural or otherwise, halved round down).

How does this work with skills or abilities that give armour bonuses?
How does this work with sources that give a variable bonus?

At first glance some things are easy - the variable skills are removed
from SoB anyway and all SoB skill armour bonuses (Mage Cloak and
Defender) are 'general' and therefore fall easily into the 'otherwise'
category. So do the Ring of Protection (Shop, AoD) and Knights Ring
(Gold, AoD).
However the 'variable' armours (eg AoDs Robe of Kellos) are not as
easy to categorise. Technically they only give armour bonuses vs
*attacks*, and there is no attack, so they seem to count as 0 armour -
despite, in the case of Robe of Kellos, being a +1/+3!

With wet Robes actually being more dangerous to a swimmer than
leathers, there isn't even a clear thematic answer for people to use!

Questions:
Q1. Do Armour bonuses from skills, abilities and non-armour sources
count for Deep Water?

Q2. How do variable armours (eg the various Robes) work in Deep Water?

Answers
A1-1. Yes. Any source that gives you an armour bonus will also count
towards the armour value for deep water. It does not matter whether
the source is a skill, an other item, a natural ability, natural
armour, equipped armour or any other source.
A1-2. No. Only natural armour and 'armour' items count for Deep water.

A2-1. The variable armours like Wizard's Robes count as armour 0 for
deep water regardless of the bonuses they give, because their bonuses
only count against 'attacks'.
A2-2. The variable armours like Wizard's Robes count as their lowest
value for Deep water. For example, the Mage Robes (Copper, +0 vs
melee, +3 vs Range/Magic) would add 0 to the hero's armour total.
A2.3. The variable armours like Wizard's Robes count as their highest
value for Deep water. For example, the Mage Robes (Copper, +0 vs
melee, +3 vs Range/Magic) would add 3 to the hero's armour total.
A2-4. The variable armours like Wizard's Robes count as their average
value for Deep water. Add the lower and higher value together and
divide by 2 (round down) to calculate the armour bonus conferred by
these equipped armours when is deep water. For example, the Mage Robes
(Copper, +0 vs melee, +3 vs Range/Magic) would add (0+3)/2= 1.5
rounded to 1 to the hero's armour total.
A2-5. The variable armours like Wizard's Robes count as their average
value for Deep water. Add the value vs each type of attack together
and divide by 3 (round down/nearest) to calculate the armour bonus
conferred by these equipped armours when is deep water. For example,
the Mage Robes (Copper, +0 vs melee, +3 vs Range/Magic) would add
(0+3+3)/3= 2 to the hero's armour total.

On Sep 9, 10:45 pm, soygreen <esch...@gmail.com> wrote:
> Varied Armour and deep water?

jorge medina

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Sep 16, 2010, 4:30:05 AM9/16/10
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I would stay away from the complex answers, if only because FFG shoots for whatever they feel most resembles Occam's razor.

Corbon Loughnan

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Sep 21, 2010, 11:07:58 PM9/21/10
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Maybe... If a complex answer works best (in their opinion), better that we give it too them to prevent them screwing it up!

Corbon Loughnan

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Nov 8, 2010, 12:23:11 AM11/8/10
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