PiP explosion control on Gather Energy

View previous topic View next topic Go down

PiP explosion control on Gather Energy

Post  Snagging Roots on Thu Aug 16, 2012 1:37 am

EDIT 3: This is completely pointless... I'm gonna make a new thread, in order to redirect the attention.


Our party ran into a severely broken mechanic of "Gather Energy", whereas one of our ponies can use "It's Over" by turn 5.
Here's the specific move sequence in question:
Spoiler:
0. Start (4 PiPs)
1. [+1] Gather Energy (5 PiPs)
2. [+3] Draw Blood, [+3] Draw Blood (11 PiPs)
3. [+3] Draw Blood (14 PiPs)
4. [+3] Draw Blood (17 PiPs)
5. [-17] It's Over! (0 PiPs)
My DM was trying to balance this, when I suggested the following modification:
[+1] Gather Energy
On your next turn you may take two standard actions. You may not use this ability two turns in a row; you may not take two + PiP standard actions on your next turn.
Spoiler:
That is to say, the following PiP changes are allowed on the turn in question:
  • -/-
  • +/-
  • 0/+
  • 0/-
Also of note, it doesn't stop any +PiP free actions, as these could happen on any turn regardless of Gather Energy
The few of us present at the end of the meeting thought this fair, and I thought it prudent to share for balancing purposes.

EDIT 1:
Upon second look... This didn't change anything, except for the sequence required.
Spoiler:
1. Draw Blood
2. Draw Blood
3. Draw Blood
4. Gather Energy
5. Draw Blood, It's Over
<sigh>

EDIT 2:
Then, my friend and I came up with this and lost all hope...
Spoiler:
3 Pony combo(all three have same combat talents, number means initiative placement)

Turn 1:
Pony 1: Energize(Target Pony 3)
Pony 2: Energize(Target Pony 3)
Pony 3: Gather Energy
PiPs: 5, 5, 7

Turn 2:
Pony 1: Pincer Maneuver and Energize(Target Pony 3)
•Pony 3 uses Draw Blood
Pony 2: Pincer Maneuver and Energize(Target Pony 3)
•Pony 3 uses Draw Blood
Pony 3: Draw Blood, It's Over!
PiPs: 1, 1, 1


Turn 3: All use Draw Blood
PiPs: 4, 4, 4

Repeat!
The part that caused me the greatest woe: if you use the 6d12 variation, there is an 88.58% chance that it does AT LEAST 30 damage. That means 88.58% chance to drop any ponies on the enemy team w/o resistance or temp HP.
Spoiler:
The only thing that I can think of to fix this, is a function to limit the number of PiPs you can spend per turn; based upon the turn number. While this idea isn't great, being hit by the combos above is no fun either...


Last edited by Many Manes on Thu Aug 16, 2012 5:21 pm; edited 8 times in total (Reason for editing : This is pointlessly broken...)

Snagging Roots
Cutie Mark Crusader
Cutie Mark Crusader

Posts: 20
Join date: 2012-07-24
Location: Everfree Forest

View user profile

Back to top Go down

Re: PiP explosion control on Gather Energy

Post  Videocrazy on Thu Aug 16, 2012 1:41 am

I think that's balanced by the fact that you have to survive for the 5 turns, and that you're basically doing NOTHING until that time.

Videocrazy
Very Special Somepony
Very Special Somepony

Posts: 247
Join date: 2012-07-18

View user profile

Back to top Go down

Re: PiP explosion control on Gather Energy

Post  Dead Mender on Thu Aug 16, 2012 1:45 am

1: Gather Energy (5 PiPs)
2: Draw Blood x2 (11 PiPs)
3: Gather Energy (12 PiPs)
4: Psychic Surge, It's Over (0 PiPs, if somepony else used Energize on you)

Dead Mender
Cutie Mark Crusader
Cutie Mark Crusader

Gender: Male
Posts: 22
Join date: 2012-07-27

View user profile

Back to top Go down

Re: PiP explosion control on Gather Energy

Post  SilentBelle on Thu Aug 16, 2012 9:04 am

If you are spending 4 turns essentially doing nothing, and your party is still making it through the encounter fine, then chances are that the encounter should have been stronger. Heck, the Pony handler should make the encounters tailored to the party. If the party isn't on the cusp of defeat with one character not doing for even 3 rounds, then the battle clearly wasn't hard enough. A good way to counter this build is to use debuffing/glass-cannon monsters. Either that or a better use of tactic (probably only viable with intelligent creatures), where you get every creature to focus down one character. This build is most useful against brute-type monsters If the party doesn't start to feel threatened by the second or third round, then the battle needs to be tougher. It's not really a matter of the player's combo being over-powered and limits the player's options if you build them for a specific combo. Just get creative, maybe give a monster the ability to counter by toss one of your allies in the way of the attack moves. Or perhaps blind the character before the attack hits. There are plenty of options out there, and what are the chances of players coming together to all choose draw blood anyway? Where's the flavour in that? Variety is the spice of life.

TL-DR: Just fight stronger enemies tailored to your group. If you can have combos, then so can enemies Smile

SilentBelle
Monster Overseer
Monster Overseer

Gender: Male
Posts: 1162
Join date: 2012-07-19
Age: 26
Location: Winnipeg, Manitoba, Canada

View user profile http://www.fimfiction.net/user/SilentBelle

Back to top Go down

Re: PiP explosion control on Gather Energy

Post  Videocrazy on Thu Aug 16, 2012 9:17 am

SilentBelle wrote:If you are spending 4 turns essentially doing nothing, and your party is still making it through the encounter fine, then chances are that the encounter should have been stronger. Heck, the Pony handler should make the encounters tailored to the party. If the party isn't on the cusp of defeat with one character not doing for even 3 rounds, then the battle clearly wasn't hard enough. A good way to counter this build is to use debuffing/glass-cannon monsters. Either that or a better use of tactic (probably only viable with intelligent creatures), where you get every creature to focus down one character. This build is most useful against brute-type monsters If the party doesn't start to feel threatened by the second or third round, then the battle needs to be tougher. It's not really a matter of the player's combo being over-powered and limits the player's options if you build them for a specific combo. Just get creative, maybe give a monster the ability to counter by toss one of your allies in the way of the attack moves. Or perhaps blind the character before the attack hits. There are plenty of options out there, and what are the chances of players coming together to all choose draw blood anyway? Where's the flavour in that? Variety is the spice of life.

TL-DR: Just fight stronger enemies tailored to your group. If you can have combos, then so can enemies Smile

Alternatively, if the enemies ARE of an appropriate strength, and the party manages to keep you safe while you build up (through smart use of talents), then I'd say you'd deserve that win, on account of the synergy between the party.

Videocrazy
Very Special Somepony
Very Special Somepony

Posts: 247
Join date: 2012-07-18

View user profile

Back to top Go down

Re: PiP explosion control on Gather Energy

Post  SilentBelle on Thu Aug 16, 2012 7:09 pm

Videocrazy wrote:
SilentBelle wrote:If you are spending 4 turns essentially doing nothing, and your party is still making it through the encounter fine, then chances are that the encounter should have been stronger. Heck, the Pony handler should make the encounters tailored to the party. If the party isn't on the cusp of defeat with one character not doing for even 3 rounds, then the battle clearly wasn't hard enough. A good way to counter this build is to use debuffing/glass-cannon monsters. Either that or a better use of tactic (probably only viable with intelligent creatures), where you get every creature to focus down one character. This build is most useful against brute-type monsters If the party doesn't start to feel threatened by the second or third round, then the battle needs to be tougher. It's not really a matter of the player's combo being over-powered and limits the player's options if you build them for a specific combo. Just get creative, maybe give a monster the ability to counter by toss one of your allies in the way of the attack moves. Or perhaps blind the character before the attack hits. There are plenty of options out there, and what are the chances of players coming together to all choose draw blood anyway? Where's the flavour in that? Variety is the spice of life.

TL-DR: Just fight stronger enemies tailored to your group. If you can have combos, then so can enemies Smile

Alternatively, if the enemies ARE of an appropriate strength, and the party manages to keep you safe while you build up (through smart use of talents), then I'd say you'd deserve that win, on account of the synergy between the party.

Exactly Smile While it may seem unbalanced, it's not really. It's smart and it's team work and deserves to be rewarded. Everyone has the most fun when their strategy is able to pull them out of a tough battle by the smallest of margins.

SilentBelle
Monster Overseer
Monster Overseer

Gender: Male
Posts: 1162
Join date: 2012-07-19
Age: 26
Location: Winnipeg, Manitoba, Canada

View user profile http://www.fimfiction.net/user/SilentBelle

Back to top Go down

View previous topic View next topic Back to top

- Similar topics

Permissions in this forum:
You cannot reply to topics in this forum