Viewing 15 posts - 1 through 15 (of 35 total)
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  • #151693
    Anonymous
    Inactive

    This is in repsonse to this thread, which I did not want to derail further:
    viewtopic.php?f=10&t=1680

    Ranged NPCs are fine. Lots of ranged NPCs are broken. The one broken ranged encounter I’ve seen was at Origins BI last year. There were (iirc) something like 30 minion crossbowmen with high to-hit and dealing 12 damage per hit. At the table I was at, every PC except one dropped at least once (most 2-3 times) during the scene.

    Speaking as the person who wrote the stats for last year’s BI, I can say that, unless your judge was going off-script, there was never a scene with 30 minion crossbowmen. The crossbowmen had between a +4 and +7 (depending on Tier) to hit and did an average of 19 damage utilizing Careful Aim. It was suggested to judges to use average damage to help speed things along and to prevent “hot dice” scenarios that could trigger Massive Damage. In my estimation, 19 damage would not trigger the Massive Damage rule in most Heroes. 30 Crossbowmen would have dealt 95 damage to each Hero in an opening volley…that would have been a TPK.

    There have been several comments/complaints about the crossbows. Most of which seem to me for people to be advocating that things just be easier. If the BI was overpowering, you would know by a massive Hero body count. Last year, we had a jaw-dropping total of….1. (and that Hero could have spent a Fate to avoid it). By the way, I have also heard complaints that there are not enough Hero deaths…for example, some players thought punches were pulled in the Uhxbractit fight because NO ONE died.

    I think the problem lies in the understanding/expectation of what BIs are. To make it clear:
    BATTLE INTERACTIVES = WAR!!!!
    In war, bad things happen. Yes, Heroes can die during wars.
    Battle of the Alamo: Davey Crockett, William Travis, Jim Bowie
    Lord of the Rings: Boromir, King Theoden
    Hobbit: Thorin Oakenshield, Kili, Fili, etc.
    Battle of Troy: Ajax, Achilles, Hector, Menelaus
    Arthurian Legend: pretty much everybody

    Anyone who enters a battlefield expecting the enemy to roll over and play dead for them or believes their survival should be assured is just naive. Go into it expecting to have your character die.

    Like anything else in Arcanis, the fight difficulty will be geared to story purposes. But you can rest assured that in BIs, most fights will range from Difficult to Lethal, with a couple of “Average” fights thrown in. (if it helps, please reference the Bestiary to know what the various fight difficulty levels mean).

    When it comes to BIs, you need to assess your character motivations. Is this a war you want to fight? Is it something you would be willing to lay down your life for? If so, gird your loins, armor up, pick up your weapon of choice and have at it. If a particular character’s survival is more important than the cause at hand, I would suggest bringing a back up character.

    Finally, I would suggest that if anyone has a problem with the fight construction, feel free to contact me and volunteer to write stats for the campaign. I would be MORE than happy to have more people distributing the workload. (For reference, stats for the Arcanicon special was about 50-60 hours of work for me and Cody wrote 3 of the Encounters as well).

    #266515
    Anonymous
    Inactive

    I completely agree with you, but there is something frustrating for melee characters when they are turned into pin cusions \":D\"

    I was one of those who went down in that fight, but that was primarily due to my own stupidity. BIs should be high risk/high reward (which is a conversation in and of itself based off the changes to BI rewards…but this isn’t the place).

    Keep up the good work Matt. Not everyone was complaining.

    #266516
    Anonymous
    Inactive

    I very much appreciate your perspective Matt. BIs used to strike fear in the player base and did have that real sense of mortality around it. I still remember the Battle of Enpebyn where the entire room of ~120 players was 1 or 2 tables away from a entire room kill. That was intense.

    There are various factors at play, so let me list the key ones that come to mind and brainstorm a bit on how to deal with them. Players often

    1. want to be involved in special events and feel like their character’s actions matter.
    2. want to maximize their XP with a single character
    3. expect their character should survive or be able to be brought back

    Ideas to ponder
    1. One way to potentially deal with the maximum XP issue would be to have two separate events that are mutually exclusive. A character who is participating in the BI can’t do this other mod or special event because they’re taking place at the same time. This wouldn’t physically have to take place at the same time, but could. If the XP thing effectively washes out between those who partake in the battle and those who don’t that could lessen the “I’m playing this with an inappropriate character” scenarios.

    2. Put out lots of disclaimers that the lethality of the event is expected to go up and that 19 point shots for example aren’t going away. Expect to die if you don’t bring a character that’s appropriate. With this, provide pregens that would fit with the BI experience for people who need one at the door.

    3. Have a “next of kin” cert or something similar to provide some benefit to another character if the primary one bites it. Rewards wouldn’t be as good as having survived, but could lessen the blow slightly for a player that loses their character.

    More thoughts later, need to run for now.

    With a sweep of his hat,

    Paul

    #266517
    Anonymous
    Inactive

    One other thing I’ve noticed is that the player/table skill varies widely regardless of equal PCs. Some tables have the same players year after year and are well trained in working together. Other tables are complete throw together ones. It would be nice if there were some allowance made for that. This could be an option to take a slightly more or less dangerous combat path with rewards that are commiserate with the skill.

    As yet another idea, the Arcanicon rounds during the special ran in many ways like a BI. Different objectives with potentially different skill sets required. This could mean rather than averaging out successes / failures across tables, that a total number determines ultimate success or failure and margin of success. Battle rolls could be used to help gauge the rough number of successes needed to help balance out tables across missions.

    The different options would then impact the difficulty of particular encounters or rounds.

    With a sweep of his hat,

    Paul

    #266528
    Anonymous
    Inactive

    I don’t think less combat-intensive should equate to fewer rewards. Otherwise, it gives the tables that play together year after year and are higher rank a substantive bonus beyond just having an easier BI/event.

    I did really enjoy the way the ArcaniCon event ran where you could choose a different goal each slot. I thought that was a nice change from the typical BI where every table does the same thing most slots.

    #266537
    Anonymous
    Inactive

    I don’t think less combat-intensive should equate to fewer rewards. Otherwise, it gives the tables that play together year after year and are higher rank a substantive bonus beyond just having an easier BI/event.

    To date, rank and challenge tier have never factored into the rewards equation as far as I’ve seen. I consider that a good thing. As for less-combat intensive equating to fewer rewards, in normal mods I agree. In a battle interactive though? Especially if they’re dialing up the threat in the way that Matt indicated, I’m not sure I buy into two tables that are both 2.0 or 2.5 average tables being given different challenges. 2.0 should be different than 2.5, but arguably two 2.5 tables should be the same. If one is a mish-mash of last minute players which may not be the set of characters based on roles you’d want at a table and the other table plays together regularly, where do you set the challenge level and lethality?

    I did really enjoy the way the ArcaniCon event ran where you could choose a different goal each slot. I thought that was a nice change from the typical BI where every table does the same thing most slots.

    I agree. I really liked the way Arcanicon was executed and see a lot of potential as the basis for the format for future special events. I don’t think though that necessarily answers some of the questions though that Matt originally raised. If it’s specifically a BI and someone brings a diplomat with very little in the way of combat skills, armor, etc. what do you do with them at least to warn them of the very real consequences to their character.

    Players should be willing to have their characters die heroically at story appropriate moments if they’re willing to accept a character death at all. Fighting in a BI would be one of those times arguably.

    With a sweep of his hat,

    Paul

    #266539
    Anonymous
    Inactive

    Being locationally remote from the majority of the Arcanis player pool, I have only had the opportunity to run/play the BIs in the module released format.

    Recently I ran the Jappa BI for the home group and we held strictly to the time limits.

    I also announced before hand if the scene was lethality-TPK

    My players loved it. The first scene they would have been (by my estimate ) 2 minutes of gaming to complete but alarm went off.

    However twice they completed the scene’s completion criteria literally less than 30 seconds before time. (I even showed them my tracking so they knew it was not fudged.)

    Not knowing what the BIs are like live, but going on the experienced we have had, they are a blast.

    Just my thoughts. And drop me a line if you need help stating for the next one

    Cheers

    #266541
    frootsnax
    Participant

    So many of my buttons pushed in so little space. \":P\"

    @Matt: I’m sorry that sometimes doing the work you do is a thankless job. Jae Walker (former campaign coordinator for Living Force) once said (about the RPGA) that, “if I give them a free doughnut someone is going to complain to me that there’s a hole in it.” So my thanks to you. As a sometimes module writer I appreciate how much work you do for the campaign. Your offerings of “doughnuts” are great as they are.

    @Matt again. I go off script (usually only in very small ways) every time I judge something. Because players do cool things that should get some kind of cookie, dumb things that deserve a consequence, and (always) crazy unexpected stuff that isn’t covered. As a judge i usually have less time to prep BIs and special events than an ordinary module because they’re bigger and we don’t get “everything” till the day of the event. This was especially true running the poison jester thread at Arcaniscon where I essentially got 15 minutes to prep the final round. I *think* everything went well… but 100% I made some best guesses. At the crossbow encounter at last years BI I let players spend a Fate point to not take the wound from a massive hit…definitely qualifies as off script. But the players were tense and essentially finished the round with no fate left. About where they should be halfway through a BI. All this is really just an FYI, but I suspect it’s true for all judges that they each have a (slightly different) interpretation of each encounter.

    Last time: @Matt. It was’t 30 crossbow men, but it WAS a boatload. And the PCs got bottle necked by their giant buddies. If you didn’t have explosive ranged boom as a party, that encounter sucked. \":P\"


    @Hat
    . I would add to the lists of reasons why people play BIs and special events is to differentiate their character’s experiences with a unique event that is offered once and is then done and gone. In theory anyone has the opportunity to do the same cool things in a module. Only people who make it to BI get to do cool things there. Sorta like bragging rights. “I was there.”


    @Hat
    . Choices are great. I would love to see a pair of events where characters (not players) had to choose between doing X or Y. But not both. Though I suspect we’d see some push back from some people.

    #266543
    Anonymous
    Inactive

    BIs and Minions are one reason all my characters have some way to hit multiple opponents at once, be it with a Castigate spell or Sweeping Strike martial technique. If you can’t get rid of minions in a hurry combat get significantly deadlier and longer (which increases the chance for critical hits/wounds). I was at your table last year Eric and thought you did an excellent job keeping us on our toes. \":)\" I judged all but the first BI in the 3.5 campaign I know how much work that is. The trick is taking players to the edge of death but trying not to kill them (unless they want to be bravely stupid or it’s storyline appropriate). I recall one player died at the Sicaris BI holding a bridge as it was demolished out from under him. I overheard two of the PCI staff discussing it. They thought it was one of the coolest things they had seen. So yeah losing a character sucks but the trick is to die well, to make “such an end as to be worthy of remembrance.”

    You know one thing that could make a character death really cool at a BI would be a special cert celebrating the sacrifice. Doesn’t even have to have an in game benefit, but it’d be sort of a paper version of a stone memorial erected on site. The sort of things they do on battlefields to remember the sacrifice of units or soldiers. I know I would get a kick out of it. Maybe give them out in a ceremony at the end of the BI to recognize the “honored dead.” Then we could toast them like they did in King Theoden’s hall after the Battle of Helm’s Deep. Something like that would lessen the sting of losing a beloved character. Something to think about.

    #266544
    Anonymous
    Inactive

    At least for me, I found the slot choices at ArcaniCon very interesting. I spent the entire day doing Myrantian slots (except the last 1-2 slots because the Myrantian plot was resolved) because Ss’kethis would have done so. I, as a player, would have preferred playing Harvesters or Yarris cult (partly for interest and partly because it seemed like Harvesters was more likely to involve combat which Ss’kethis is built for).

    Anytime there are enough options and interesting enough options that you get multiple tables for most choices (a few slots only had a single Myrantian table), I think it was done well. If you can provide choices such that a player preference may conflict with a character preference, I see that as a bonus.

    #266545
    Anonymous
    Inactive

    To be clear to everyone, I did not start this thread to seek praise, appreciation, etc. Nor did I do it to call anyone out or make them feel bad. I did it because I want everyone to have a fun time at BIs and I often think that certain assumptions/expectations can come into conflict to what is actually intended, thus causing distress.

    @Eric…what you have described, I would not call going “off-script”. That would be ad-libbing a line here or there. For example, in that same encounter, my table attempted to move/force push one of the large “roadblock” creatures off the walkway. That was something I had not even considered when writing the stats. I, on the fly, gave the critter Relentless to prevent it because I knew to allow otherwise would 1) cause a 45min scene to be done in less than 10minutes (since the goal was to cross the board, not kill opposition) and 2) would mean that the “special” table comprised of people knocked off the ledge would be short a man…and I knew what they were going to have to face. To me, off-script is doing something completely against the intended fight design. (off the top of my head: switching the minion crossbowmen to casters and dropping AoE spells, or significantly changing the amount of foes faced)

    I have said it before, and I think it bears repeating. Fights are not just intersting combat diversions in the middle of a story. Fights ARE story. They are a tool for illiciting drama, joy, sorrow, and self reflection of a character. Yes, stat blocks are a mechanical breakdown of an obstacle. But (at least when I build them), they are also a reflection of that NPC. Weapon choice, maneuvers, fighting style, etc are as much a part of that persona as is speech pattern, vocabulary, and personality.
    Paul’s example proves the point perfectly. How long ago (in real time) was the Epebyn BI? and yet, for those of us that played then, we remember the climactic moment where the ground opened up and we were all caught in a collective nest of il-huan. It was not a question of if your Hero would survive, it was a question of how long could you survive their mental onslaught…and it was glorious.

    #266546
    Anonymous
    Inactive

    I think one thing that would really suck about having a character killed is to lose a tier 2.x (or, worse, 3.x) character and only be able to create a new tier 1.5 character. To somewhat lessen the effects of character death, maybe have the death cert Haakon mentioned allow the creation of a new character at the x.5 or x.10 tier closest below the killed character. The only problematic aspect I see would be which modules would the new character be eligible to play?

    #266547
    Anonymous
    Inactive

    To be honest, I do like the idea of a “Next of Kin” cert which allows you to make a character at -5 ranks or something below your present character. I think a modification of this could be done for “Special Tables”, such as the one which attempted to penetrate the Citadel of Nier/The Silence where it was pretty much a suicide mission going in, where the players get a special cert allowing for special characters (like the “Black Vals” or val’Vasik from the Kickstarter, or like the val’Hamen from “Shadows of a Forsaken Past” when a Dark-kin is killed).

    As for notes about how deadly Battle Interactives are. . . I’m sorry to sound heartless but I do not see how ANYONE could view a BATTLE as anything but a bunch of lethal fights?! To think anything else is ludicrous. That said, I understand why players would throw their character in regardless of any martial skills, because BI’s grant 500+ XP and that is simply too much to give up because your character wouldn’t be interested in risking their life. To that end, I personally would prefer fewer BI encounters with more variety (similar to this year’s Savona Interactive) with missions for Stealth, Heavy Combat, and even come combat engineering stuff rather than “Well, I guess you all have to deal with Infernals raining from the sky. . .” I would also love to see more “ArcaniCon-style” Interactives and LARPs at Origins, but as someone who has helped with the last two, I know how much of a pain that is to pull off.

    #266548
    Anonymous
    Inactive

    I agree with Cody. BIs are meant to be lethal and there should be a ‘play at your own risk’ element to it. Not every character is built to grind out round after round of heavy combat. I would not expect a player of a val’Mehan Emissary, for example, to be in the front lines of such a combat and not come out like a walking pin cushion. However, it would be nice if there were encounters between such combat action where characters like that can shine (negotiating POW exchanges, interrogating prisoners which can influence upcoming missions, stealth missions, etc.).

    #266549
    Anonymous
    Inactive

    I agree with Cody. BIs are meant to be lethal and there should be a ‘play at your own risk’ element to it.

    Agreed. I think this needs to be called out more explicitly as I think Matt is correct and the player base generally speaking doesn’t have this mindset.

    I would not expect a player of a val’Mehan Emissary, for example, to be in the front lines of such a combat and not come out like a walking pin cushion. However, it would be nice if there were encounters between such combat action where characters like that can shine (negotiating POW exchanges, interrogating prisoners which can influence upcoming missions, stealth missions, etc.).

    And here’s where the “Yes, but…” comes in. Either the event supports the character throughout or it doesn’t. As I mentioned before, I like the idea of different type activities during the same round to mix things up and play to different players strengths. The only other idea that comes to mind is for players being able to bring a second character along with the expectation that if they use different characters for different missions, the rewards get split between the characters as well. This is probably more headache than it’s worth though.

    With a sweep of his hat,

    Paul

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