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-   -   Super Munchkin and Bad Stuff (https://forums.sjgames.com/showthread.php?t=77802)

All_Thumbs 03-09-2011 01:27 PM

Super Munchkin and Bad Stuff
 
A player was a Super Munchkin Wizard-Warrior. Kicked down the door and found the Unspeakably Awful Indescribable Horror, couldn't defeat it, and failed to Run Away.

Bad Stuff: a Wizard loses his powers, anyone else dies. Does the player get to choose which Bad Stuff he suffers? (Dying isn't always so bad...)

snarky 03-09-2011 01:31 PM

Re: Super Munchkin and Bad Stuff
 
He's a wizard. He loses his powers. There's no choice there.

whassumattuh 03-09-2011 01:59 PM

Re: Super Munchkin and Bad Stuff
 
You could just say I am not a Wizard any more. But then you'd still have to fail to Run Away to suffer the Bad Stuff. I don't think you'd be able to fail to Run Away, give up Wizard class, and then suffer Bad Stuff in that order.

All_Thumbs 03-09-2011 02:24 PM

Re: Super Munchkin and Bad Stuff
 
But the point was, he wanted to remain a Wizard. Dying would have let him do that.

Andrew Hackard 03-09-2011 02:28 PM

Re: Super Munchkin and Bad Stuff
 
Quote:

Originally Posted by All_Thumbs (Post 1136004)
But the point was, he wanted to remain a Wizard. Dying would have let him do that.

He has the Wizard class, so he loses it. There's no option.

All_Thumbs 03-09-2011 02:30 PM

Re: Super Munchkin and Bad Stuff
 
Thanks, got it!

MunchkinMan 03-09-2011 03:12 PM

Re: Super Munchkin and Bad Stuff
 
Some key issues I want to clear up:
  1. When using Super Munchkin with two classes, you get the advantages and disadvantages of both classes. You can't avoid the Wizard oriented Bad Stuff because that's a disadvantage of being a Wizard. If he wanted to remain a Wizard, he needed to discard his Warrior Class.
  2. Once he failed to Run Away, he could not discard the Warrior Class (and lose the disadvantages of being a Wizard) until he resolved the failed Run Away roll. So, the Warrior discard would have to occur before the roll.

ComBAT 03-15-2011 03:50 PM

Re: Super Munchkin and Bad Stuff
 
Quote:

Originally Posted by MunchkinMan (Post 1136043)
Some key issues I want to clear up:
  1. When using Super Munchkin with two classes, you get the advantages and disadvantages of both classes. You can't avoid the Wizard oriented Bad Stuff because that's a disadvantage of being a Wizard. If he wanted to remain a Wizard, he needed to discard his Warrior Class.
  2. Once he failed to Run Away, he could not discard the Warrior Class (and lose the disadvantages of being a Wizard) until he resolved the failed Run Away roll. So, the Warrior discard would have to occur before the roll.

I think that for this instance, a disadvantage is subject to the current situation. To me, 80% of the time, I'd rather lose the Wizard class over dying, so if you are a Super Munchkin Wizard, then whose to say keeping the Wizard class is actually an advantage over dying? I'd think that if you are going to invoke some kind of an advantage here, then it'd be a choice. I already sort of feel like the Wizard has an advantage in the bad stuff already, but it ends up coming down to what the player wants to happen versus what bad stuff is actually worse.

snarky 03-15-2011 05:02 PM

Re: Super Munchkin and Bad Stuff
 
Quote:

Originally Posted by ComBAT (Post 1139085)
I think that for this instance, a disadvantage is subject to the current situation. To me, 80% of the time, I'd rather lose the Wizard class over dying, so if you are a Super Munchkin Wizard, then whose to say keeping the Wizard class is actually an advantage over dying? I'd think that if you are going to invoke some kind of an advantage here, then it'd be a choice. I already sort of feel like the Wizard has an advantage in the bad stuff already, but it ends up coming down to what the player wants to happen versus what bad stuff is actually worse.

In game terms, Bad Stuff is always a disadvantage. As a Super Munchkin, you can avoid the "disadvantage" if you hold a single class. Here, if the player were JUST a Wizard with Super Munchkin, he'd die. Because losing his class is a SPECIFIC disadvantage to the fact that he's a wizard.

Dying isn't an "advantage" here, though it may be less bad than the alternative in some cases.

MunchkinMan 03-15-2011 06:13 PM

Re: Super Munchkin and Bad Stuff
 
Quote:

Originally Posted by ComBAT (Post 1139085)
I think that for this instance, a disadvantage is subject to the current situation. To me, 80% of the time, I'd rather lose the Wizard class over dying, so if you are a Super Munchkin Wizard, then whose to say keeping the Wizard class is actually an advantage over dying? I'd think that if you are going to invoke some kind of an advantage here, then it'd be a choice. I already sort of feel like the Wizard has an advantage in the bad stuff already, but it ends up coming down to what the player wants to happen versus what bad stuff is actually worse.

Munchkin isn't a highly philosophical game. Bad Stuff that affects a Wizard negatively is a disadvantage of the Wizard class. Having to lose your Wizard class is a disadvantage. If the bad Stuff said, "A Wizard goes up fifty Levels and wins the game," that's clearly not a disadvantage, even if it's in the Bad Stuff.


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