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Ryu Hayabusa wrote:I've done this for boss fights. I found that it about does what you think it does. If anything I found it too powerful, especially at higher levels when a few volleys of spells, SLAs or supernatural abilities can obliterate a party. The party blowing init can mean they eat 2-3 rounds of actions from the boss alone, before you even think if he has any support or minions around. If that's what you want? It works.
veekie wrote:It helps if instead of taking all those actions at once, the deity rolls initiative that many times and acts on all of those inits.
Kain Darkwind wrote:If the party ever gets to the point where a fight with a power is not a 'boss fight', they've already likely transcended the point at which stats are meaningful.
Kain Darkwind wrote:You know something's crazy when the guy who turns into a bear is the level headed one.
KingCrazyGenius wrote:So a dozen needles in the jugular instead of a single knife, huh?
I have to say I'm intruiged.
How would this function for a guy like Demogorgon who already does the multiple action thing?
Coriat wrote:Kain Darkwind wrote:If the party ever gets to the point where a fight with a power is not a 'boss fight', they've already likely transcended the point at which stats are meaningful.
Well, yeah. I thought he said his comments were from using it in boss fights, though, not anything else?
Aluroon wrote:I think we saw just how brutal even two initiative counts are in our last boss fight in your game Kain, when your spear wielder of doom nearly killed the entire party.
Also, Demogorgon taking 8 actions a round is absurd. The only way I could see a party taking on a foe like that is if each party member were statistically more powerful than him in almost every other way.
Kain Darkwind wrote:You know something's crazy when the guy who turns into a bear is the level headed one.
Kain Darkwind wrote:Regarding Demogorgon and 8 theoretical actions, that would be only if he were an intermediate power.
Aluroon wrote:Except powers are virtually always going to pass their saves and are immune to the vast majority of debuffing.
Urizen wrote:Kain Darkwind wrote:Regarding Demogorgon and 8 theoretical actions, that would be only if he were an intermediate power.
If this should be taken to mean he's a greater Power with 10 per round, I don't see how anything short of another greater Power could be expected to compete with that.
bluegodjanus wrote: I know at DF we want to make gods statted and challengeable, but it's also important to maintain in-game history and power levels.
Kain Darkwind wrote:Regarding rules that a power has to take init counts in stagger, what happens if he has more actions than opponents? Unneeded restriction, the negatives already ensure that the deity has as low of a chance as possible to go 5 times ahead of everyone.
First, battlefield control is easier. One target is simply easier to affect than multiple.
Four, debuffing is a superior tactic. One target is simply easier to affect than multiple.
Kain Darkwind wrote:You know something's crazy when the guy who turns into a bear is the level headed one.
bluegodjanus wrote:Re: this makes gods too hard, cry cry
Kain Darkwind wrote:You know something's crazy when the guy who turns into a bear is the level headed one.
Coriat wrote:Kain Darkwind wrote:Regarding rules that a power has to take init counts in stagger, what happens if he has more actions than opponents? Unneeded restriction, the negatives already ensure that the deity has as low of a chance as possible to go 5 times ahead of everyone.
Do note that there is a good chance of the power in question acting a lot of turns in a row at the end of the round; init count -X giving low results will stack up a lot of actions at the end for more average init results, since it's not usual for other combatants to have their turns between counts like 0, -5 or -10.
Not as harsh as taking them at the beginning, but a lot of turns in a row are still hard to deal with. Ofc this could be desirable for you, but worth pointing out anyway.
First, battlefield control is easier. One target is simply easier to affect than multiple.
I don't think you'll find this to be the case, and actually, I think the opposite. I would expect the majority of battlefield control to be much less effective against one target with five actions than five targets with one action. You can't divide and conquer one character by manipulating the environment (like you might split a group of five into two groups of two and three with a prismatic wall), barriers that require actions to circumnavigate (such as moving around or teleporting past a barrier) will eat one of five actions rather than five of five actions, one creature with the ability to move around and still make full attacks is harder for martial types to keep away from casters than five creatures who all still need to make their own decisions between maneuver and offense, if you back off of five creatures they need to take five actions to close again, etc.
Four, debuffing is a superior tactic. One target is simply easier to affect than multiple.
Are powers still going to be immune to most debuffs, though?
In any case, this is true but not really a power down - buffs are the opposite side of the coin and are similarly magnified.
More to say, switching classrooms.
Kain Darkwind wrote:One force cage or resilient sphere, one entangle, etc. I see the points you make, and I think they would fall under a point I didn't put in, that AoE are less effective against a power than a multi-combat.
Kain Darkwind wrote:You know something's crazy when the guy who turns into a bear is the level headed one.
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