mps wrote:You're turning it into a normative question, which is obviously going to favor the status quo among present company -- i.e. players who are sufficiently satisfied with it to play avidly.
I play Crawl because I like the game overall. I was offering a specific, concrete standard by which to judge how problematic the variance in Crawl actually is. You can disagree with that standard, of course, but I don't really know what you mean by saying I am "turning it into a normative question." If you convince others of your viewpoint, it could become the new normal.
It's okay to die to bad luck wrt to spawns, dungeon layouts, even item generation, but bad luck in damage rolls should almost never be the deciding factor.
What? In almost every case in which someone dies, it is because they didn't have enough HP compared to incoming damage. If I try to think of a situation in which a bad spawn is the major deciding factor, I think of a creature with "death gaze" that kills you if you lack a "death gaze" specific resistance. That sounds terrible. Maybe you meant something different.
The good thing about having so much stuff rolled is that the player has a lot of influence (both strategically and tactically) over how combat develops, without combat being deterministic.
I say again, this is one of the most cited problems in crawl among people who don't play but have played. I think it might help to take a step back and think about other examples of games where you can face the same situation twenty times and win easily in all but one, where you suddenly go from max health to dead in three turns with the decisive damage loaded heavily into the last turn. Do you think those situations make sense?
The take away from that situation should be, "Damn, I guess ogres can hit for a lot of damage when they really connect," or "even vanilla orcs are dangerous if they have a dagger of electrocution/distortion," which is information you can then apply the next time you play. (Note that brands are IDed on sight now, so one source of large damage spikes in the early game is much less likely to be applied to you suddenly, with no warning and little recourse.)
Ettins and two headed ogres are another example. Most of the time, they barely even hit you, then one time they hit you three times in a row and you die.
Don't let Ettins hit you three times in a row. An early Ettin or two-headed ogre is absolutely a worthwhile situation to use your consumables to get away safely, if they are too dangerous toe-to-toe and you don't (yet) have the ability to take them out at range. (Or your positioning happens to be bad when you first encounter them.) I cannot see how Crawl can be a challenging game if there were
no enemies capable of killing you when given three full turns to beat up on you while you fail to kill it or escape. The Ettin cannot move if you don't; you have time to stop and think based on the damage you've taken.
This makes no sense thematically or from a design perspective.
Yes, m'lord.
I think it's really weird the way this kind of reasoning works. "Sure, simulacra have overly spiky damage, but we can compensate by making them faster and adjusting the damage or just remove them." Here's an idea: How about change the damage formula?
Specific problems with simulacra can be fixed by changing simulacra. Or maybe by changing the way (a specific kind of) cold damage works in Crawl. Those would directly address the issue with that particular enemy. If there is a window that doesn't fit well into the frame, I'm going to fix/replace the window, rather than tear down the house and construct a new house that fits around the window. You obviously think there is some inherent flaw in how damage is calculated in Crawl, writ large. I'm sure things could be improved, and I'd actually be curious to hear concrete suggestions from people who actually have concrete suggestions to offer (and I know those who actually develop the game would be open to that, too). But I don't think damage is fundamentally broken, and simply repeating your conclusion isn't going to convince anyone of anything.