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Subject: How to get around characters with Toughness 12+? rss

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Erik
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We have now played a string on 3-4 games with the same characters, and it has been a great mix of near-death encounters, failed missions and success. One elf barely escaped death while unconscious and being carried out of a dungeon.

However, now the dwarf in the party has a combined Toughness of 12 (incl. shield and armour), and can thus only be wounded on a solid 12. This severely decreased the joy in our last game. We play coop, and as he also happens to have the lowest WS, monsters will swarm him and do nothing.

I have been toying around with various house rules on how to fix this, but maybe someone else has a smart idea, or has encountered the same issue? This is obviously only an issue when playing coop games.

Cheers,
Erik
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Slev Sleddeddan
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What part of "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?
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Over the last year, I've been working on the gamefixing it's flaws. This showed up last game.

I changed some armour values, training values and starting stats. We test them next game.
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Robert Loblah
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Interested to see what you come up with, as we still mess around with this game from time to time...
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Son Do
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So did you ever come up with anything?
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Slev Sleddeddan
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What part of "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?
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FWIW, I think I've fixed this as part of a raft of changes seen here: http://boardgamegeek.com/thread/651794/fixing-the-rules

The effects of these rules changes:
*Limit starting T by changing to a points-based system (primarily to make this more interesting). Max would now be a T5 Dwarf.
*Limit stat increases from training. Max increase is now +2 per stat, with a single stat ever at +3. Also upped the cost for higher values, making it very expensive.
*changed Armour bonuses to ensure no bonus is too high.
*changed T bonuses from magic items to be no more than +1. Bonuses beyond +1 are added as modifiers to T tests.
*Sublime Potion of the Supreme Alchemist's stat boost is now only temporary.
*armour values adjusted.

Under this system, you'd have to be a Dwarf, spend one of your limited "bonus points" on T, increase to +3 via training (costing over 14k) and find Enchanted Gromil armour, a ring for +1T and an amulet for +1T plus a helmet and carry a shield to get to T12.
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El Lic
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spiggie wrote:
This is obviously only an issue when playing coop games.


Im curious why is it an issue only on coop games?
 
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Slev Sleddeddan
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What part of "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?
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RECIVS wrote:
spiggie wrote:
This is obviously only an issue when playing coop games.


Im curious why is it an issue only on coop games?


Since the group can pool resources onto the tank, breaking the game in their favour, allowing them to then start tanking-out the next character more easily, etc.
 
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El Lic
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Ok so by "pool resources on to the tank" you mean that the dwarf is almost invincible so you transfer the most valuable items to him because he won´t die easily?

I´m still puzzled why is it an issue only when playing coop, AFAIK it should be the same playing solo or cooperatively. But again, maybe Im missing something
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Slev Sleddeddan
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What part of "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?
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Not just that. You pick the toughest character, then put all the resources you can into making that one character invincible. It doesn't matter if the others don't do as well.

This character then acts as a tank and damage sink, while you then concentrate on a second character.

Co-op implies the Heroes are pooling resources, rather than keeping separate accounts, which is actually pretty sensible.
 
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El Lic
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Ahh thanks! It´s crystal clear now.
 
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