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Page 795 in Cocoyashi Village
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Average Rating: 5
Number of people who have voted: 2


By the same author as Grand Line 3.5
Author Notes:

DragonTrainer

DragonTrainer



22nd Jan 2016, 3:15 AM

Hmm... I don't think I planned this one out very well... >_>

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Comments:

*Sigh*




22nd Jan 2016, 4:44 AM

Nah it's fine.

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Raxon

Raxon




22nd Jan 2016, 4:50 AM

Too many cucks spoil the broad.

Sorry, I had to. The joke was right there, and those guys are all but useless. I know they'll upgrade to better characters, but eesh, this adventure is scaled to Luffy and Zoro. They can't even qualify as meatshields, they're so underpowered here.

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Keirgo




22nd Jan 2016, 6:35 AM
"Player imbalance."

I've actually seen issues like that a few times in games.

There was this one campaign I was in where armour was kind of a rare thing in the rules, but one of the players built his character around it. Which was cool. The only thing was the GM wasn't sure how to build enemies for us to fight, since if they DIDN'T have the power to get through the armour, they'd never hurt this guy...but giving them that power meant they would SHRED the rest of us in one blow...

Balancing fights is hard. Part of why I've often come to believe in splitting the party at times.

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Xander




22nd Jan 2016, 8:20 AM

Well, if it was pathfinder, I'd suggest guns. Basic ones, like flintlocks and such. Get close enough to the target, and you roll touch AC.

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Joe the Rat




22nd Jan 2016, 8:52 AM

Or grappling... or Will saves... or a bag of marbles... Pretty much anything that doesn't involve AC that can limit or incapacitate the Tin Man.

A fun thing to do is build opponents well suited to mirror or counter each PC, then see how long it takes them to figure out they need to switch opponents.

That, and observe how they handle a nigh-untouchable tank, and adapt your strategies based on their efforts.

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Otaku

Otaku




22nd Jan 2016, 11:19 AM

Keirgo presents a familiar situation. While I can't be sure what might have helped in his situation, here are some things that have been of use when it has popped up in groups I've either been a part of or at least witness to.

1) Group Unity

Unless you are playing in a system where the GM really is out to "win" by defeating all the players and/or all the players are out for each other, it is important to remember to build characters according to the role you wish for the character to play... and that the group also wants along.

2) I don't know specifically which system, but others have already chimed in that unless it was extremely abstract or intentionally stylized, there will be tricks the enemy can use against the armored character to help compensate, some of which won't be as useful against the lesser armored characters.

3) I'll add to the options: remember to keep the "role-play" in "role-playing game". In the real world now, wearing overt, modern body armor is going to worry normal people you encounter, save perhaps if you are a soldier "on their side" in a war zone or other local where said armor isn't out of place. The same has been true since shortly after armor was invented, I'd guess. Just being rare shouldn't make the villagers any easier about some guy suddenly walking in who is dressed to cause trouble.

4) If it is really rare (and or enchanted) you might even get a low-tech "Iron Man" vibe. Sure people are amazed to see it passing by as your party rides out, maybe they like it at first when your party strides in to buy drinks or hit the blacksmith to repair weapons... but eventually it sinks in that "Oh, right, this guy is basically a walking weapon and if he decides to cause problems, our only hope is that his friends to get in the way as we dog pile on him while accepting our own injuries from it."

5) Again in the realm of "role-play", there is more than combat to a game. If "Mr. Armor" is so good in combat, let him handle most if not all of it while everyone else is trying to do their thing. If some of the other characters are mostly combat oriented, find supporting combat roles for them; have a single formidable foe for Mr. Armor and then a few that are mostly an issue because if they engage Mr. Armor X-on-1, then he'll be at a huge disadvantage. The "mooks" are meant for the other players to dance with so that Mr. Armor can focus on their boss. If Mr. Armor insists on taking out the mooks himself and leaving the other combat characters struggling against the main threat, then either the character or the player is missing the point of being part of a group. If it is the former, find an in setting reason for him to change (like revealing that he has to pay for rezzing anyone slain during his stupidity). If it is the latter, then the character probably wasn't the real problem anyway.

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Anvildude




22nd Jan 2016, 2:30 PM

#1 is HUGE.

Seriously, anyone who's maybe had troubles with groups in the past- you need to consider everyone.

I know it's a problem I've had in the past- I like playing 'quirky' characters, but that means that I often end up with goals that, while they're not counter to the group, run at a tangent instead of parallel. I focus too much on the long-game, on what my character's build _could_ become, rather than what needs to be done right then, or what supports the story or party at that level, and it's come back to bite me.

About the only time it really worked out was when I made a half-orc Cavalier- a class that allows and supports that sort of 'singular glory' mentality while still helping the rest of the party.


If you have to play what you want, look for classes like that. Evil or Neutral clerics can be damage dealers or necromancers while also prepping Cure spells, a Fighter could take social skills or Feats that allow her to work with allies better, your esoteric Mage (wizard, sorcerer, whatever) who's primarily focused on information gathering skills can still prep at least one useful combat ability, all that.

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Z2




22nd Jan 2016, 9:49 AM

I'm USUALLY pretty good at the monster designing in games I run, with the combats meant to be harrowing being harrowing, and the ones meant to be cathartic being cathartic. In general, it's best to be about theming; make the enemy's abilities support their identity and it can cover a few balance things. Making the balance is hard, though, and I have to handle it on a case by case basis.

But that's not what I want to mention. No, this happened last Saturday, and is one of the few times that the 'tailor the enemies to the players' strategy failed. See, in the system we were running, you can freely swap out your equipment for equipment of equal value on level up; and a lot of players assumed that you can also swap out other combat-related feats for others. Strictly speaking, you usually can't, but I'm a really generous DM and every previous time a player has asked to change between feats they COULD have gotten on a recent level up, I allowed it.

Cue one guy getting rid of an ability without telling me.

An ability I knew they would REALLY NEED for that combat.

It was the toughest combat they've ever done. At the end, two people were conscious, and it was the very last action anybody would be able to take before TPK that finished the battle in the party's favor.

At the time of typing, one of the clerics is still dead. Specifically, the cleric who dumped the ability (I swear that wasn't out of spite, he just has lower defenses.) Wish him luck getting revived! Cleric 2 didn't take the resurrection track, and their miracle provider is tapped out after... the incident.

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Z2




22nd Jan 2016, 9:51 AM

Just realized that was a bit unclear. Sorry, I designed the combat so that the ability would be really useful and didn't find out he got rid of it until the middle of the fight when it became essential.

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Shard




22nd Jan 2016, 2:58 PM

Fun story - my friends and I have been playing a Star Wars session using the specific game rules for Star Wars games (Look it up, it's a fun system!). Our GM takes into account all of us with enemies and storylines and stuff, since part of the system is that at the end of each session you roll "Obligation" or "Duty", and if it lands on a certain character the next session is modeled around their Obligation or Duty. Obligation, for instance, is like Han Solo with Jabba the Hutt - A session where his obligation is rolled might involve him getting money to pay him back - while Duty is more like Leia's involvement with the Rebellion, in which she has to take care of important tasks inside of it.

Anyway.

Recently, our GM's introduced a new type of enemy that's meant to be absurdly powerful and hard to kill unless all of us work together called Dark Troopers. They're essentially ten foot tall robots who have the arsenal and armor of a tank. We've run into two of them in two separate sessions... and neither time we defeated them using brute force alone.

The first one I lured away from the party by taunting it (I'm essentially the tank, so I was able to take what it threw at me and still have HP left over), and then one of my allies damaged it using an Imperial Walker (which we'd stolen, long story). However, instead of defeating it fully, a different ally basically said "Okay, I'm going to hack it." A few assists from the more computer-oriented characters in the area later, we somehow had a Dark Trooper (in need of repairs) that he could use once he got it properly fixed.

The second one was implemented in a situation which was a rescue mission - get a hostage and get out sort of deal - but the players involved still managed to destroy it. The Dark Trooper opened a shoulder panel that essentially had a warhead primed inside of it, and would be fired the next round. There were two players there, so defeating it normally wasn't an option... so one of them, the one playing our Jedi, used the force to shut the shoulder panel and make the warhead go off inside of the Dark Trooper.

Essentially, it was a good reminder that even if you're the one specifically designed for taking and dealing damage, there are in fact other ways for you to defeat your enemies, and a lot of the time your allies who might not be designed to combat the more powerful opponents can in fact take them on using creative means. Even in a session where a bad guy is specifically made to combat a certain type of player (or just generally cause everyone to have a bad time), use of skills in unorthodox ways can allow the players not normally equipped to deal with that sort of thing to shine.

Might be something to keep in mind when designing enemies for future campaigns, or when fighting against an enemy you think you can't handle!

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Snowtwo




23rd Jan 2016, 7:10 AM

I often run in Fire Emblem RP's and part of the in-game mechanics is the difference between magic and defense. You could have all the armor in the world and it would do diddly against a mage since they attack your resistance instead of defense. As a result it's pretty hard to get an actually OP'ed build...

Until you look at Speed and how it boosts evasion. The problem is that, even if you have paper for defenses and almost no HP, it doesn't matter for squat if the foes are unlikely to hit in the first place. So evade-heavy builds became a thing. How did the GM counter this? By introducing weapons that dealt damage based off of hit. They did less damage than normal STR or MAG weapons except at the highest levels and, even then, had no additional effects unlike the other weapons, but the result was that evade-heavy builds could now be sniped and countered since they usually had poor defense and HP in trade for speed and attack strength.

Then someone thought to dump most of their stats into skill and speed resulting in a character who could hit for about as much as normal, almost always hit their target, and was hard to hit in return. They still held the weakness to SKL weapons but they're still far stronger than the current curve since they basically have semi-auto armor-piercing sniper rifles.

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Big




25th Jan 2016, 1:59 AM

"Chronic Backstabbing Disorder"
SQUEEE!! A reference to "Last Days of Foxhound", fucking sweet. And his cigarette could have been the cure instead of an inhaler. God damn I wish that was a quote "flaw" quote.

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