06-23-2020, 10:29 PM | #21 |
Join Date: May 2015
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Re: Nerfing triple damage
The 6-die Defend is pretty extreme.
However Henry's example remains silly, which unfortunately undermines the things that are actually worth questioning about Staff and the advanced weapon talents, because his example isn't one of them, and so distracts attention from the actual problems. |
06-24-2020, 09:00 AM | #22 | |
Join Date: Dec 2017
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Re: Nerfing triple damage
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06-24-2020, 11:52 AM | #23 |
Join Date: Oct 2018
Location: Mount Bethel, Pennsylvania
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Re: Nerfing triple damage
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06-24-2020, 04:12 PM | #24 | |
Join Date: Aug 2004
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Re: Nerfing triple damage
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06-24-2020, 05:19 PM | #25 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Nerfing triple damage
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Hence she survives four times longer than those poor doomed muggles. https://www.hcobb.com/tft/TFT_Saving...rcentages.html
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-HJC |
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06-24-2020, 06:32 PM | #26 | |
Join Date: Oct 2015
Location: New England
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Re: Nerfing triple damage
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06-24-2020, 11:29 PM | #27 |
Join Date: May 2015
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Re: Nerfing triple damage
Molly falls to just about any hit, especially if she's used any ST on magic.
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06-29-2020, 09:56 AM | #28 |
Join Date: Jul 2018
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Re: Nerfing triple damage
In a different thread, I proposed several tactics for countering this particular Molly. Since then, she seems to have picked up a self-powered Reverse Missiles ring; I'll go ahead and take credit for finding that vulnerability in her defenses.
As far as triple damage, I side with larsdangly and everyone else who likes the rules as-is. I'm not much of a wargamer and tend to fall more on the roleplaying-and-storytelling side of things. But the fact that characters run a real chance of dying every time they draw their weapons adds both tension and verisimilitude. And I haven't seen players investing less in characters, just because said characters might get killed off. Less design time, maybe, but as has been pointed out, time spent designing a character isn't directly proportional to how much fun the character is in play. As a somewhat extreme example, I once ran a combat where, by the end, all the redshirt mooks the players were slaughtering had been given not only names but personalities and even backstories... to the extent that we kinda wanted to abandon the (one-shot) campaign and go play out the adventures of this group of random bandits, and I probably should have followed up on that! |
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