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[Meta Thread] Dragonstrike's Pokerole Test Game: Mount Coronet Mystery
(02-27-2020, 08:38 AM)Spiritmon Wrote: Alright, fine. By your silence I already know the answer. Lets keep things as they are now.

You've put me in a difficult position, Spirit.  I've been thinking carefully about what my goals for the balancing are, the kind of adventure I wish to create.

I'm trying to formulate my thoughts so that I may write them down plainly and adjust things if necessary.  It's taking time because I need to handle this carefully and fairly.
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Do take the you need, writing stuff and thoughts down can certainly help on sorting and handling situations. Just, eh, know that we as players as waiting on progress and updates meanwhile/for some days now, alright? I absolutely don't mean this as pressuring you, just as a small and kind nudge/reminder, you're probably aware of this yourself. I can wait as long as necessary, just try not to stretch/prolong things unecessarily - that's basically what I want to say.
"Anything can be art. Anything can be self-expression. Now take your weapon and run with it" [Gerard Way]

--Windos is my OTP ❤---

`❤★`°・:*:・。[Image: qt5IPWF.png]。・:*:・゚’★❤`
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So, my goal with the FG damage limitation was to lessen its effectivness against larger pokemon.  In the games, it's only particularly effective against opponents with HP comparable to or less than the user's.  Pokerole's base rules lack that restriction, turning it into a move capable of severely injuring (or even KOing) anything in one hit, regardless of their bulk.

FG, however, lacks the spammability that other 'fixed' damage moves have, and has a large drawback in that the user immediately faints.  

As it is currently, in fights against smaller opponents, this isn't as large of an issue, as FG's damage output hitting the soft cap still far exceeds that of most normal moves. Against a larger foe, however, it is near worthless compared to using Super Fang, a move that is not that difficult to obtain on specific pokemon.

This...honestly goes against my initial goals for the game, and I deeply apologize for that.

One of my goals is for players to feel like they're all able to contribute.  Limiting actions unnecessarily is something I wish to avoid.

So, I will do as suggested and lift the damage cap on FG.  However, I reserve the right to reduce its effectiveness against opponents that are larger/more powerful than the user.

I apologize for the delays this has caused (was also a little burnt out from writing those long posts in SR).  This should not have happened and is entirely my fault.  I will get posts up for this game either later today or tomorrow now that I've had time to approach this with a level head and a clear mind.
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(02-27-2020, 12:17 PM)Dragonstrike Wrote:
We have freedom to say some opinions, when needed. When I tried to offer other options with the reduction of Final Gambit, I felt put aside when you dismiss like before, however, after some conversation with Windos via Steam, you are the Game Master, and you have the right of accept or refuse the options we players offer. And after the bad blood of fight of arguments we had before, that kinda doesnt help. 

I also want to apologize for the bad times I make get though Dragonstrike.

This option I will make is not exatcly something I like...but maybe could fix the problem on a long term.

If you want, you can keep the base 10D6 maximum damage you have envisioned before, and when you bring your official campaigh, to have some sort of Side Quest or maybe even Main Quest, who reward could be the True Final Gambit, the Final Gambit with his original effects. 

But that reward would be more far away in the campaigh, more or less Middle Campaigh to close of the end of the campaigh. That way, you can run your boss fights without the fear of OHKO from Hime or anyone else against your bosses. And keep a nice reward for anyone who get that Quest. And you keep your original goal of Final Gambit. More or less like Iron Diceless campaigh.

How it that sounds Dragonstrike?
Kogeki currently ability to active in battles: Anticipation.
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I'll stick with my decision on this for the reasons stated above, but I'll consider making some kind of questline or similar for a more powerful version that could fully affect even Plot Deviced pokemon.  I have a few ideas already, actually, to be honest.  Wink

If you use FG, I want you to feel like it's worth your pokemon fainting, and I still want it to be an option in important boss fights.  It being worse than Super Fang in those situations does not accomplish that goal.  I have the means and precedent in the ruleset and setting to restrict the effectiveness of specific moves in specific scenarios.  That is how I should have handled this from the beginning.

FG may still have its full effect on lesser bosses at my discretion as well.
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(02-27-2020, 01:19 PM)Dragonstrike Wrote:
Very well. I promise to restrain myself in use Final Gambit, and only use as a final resource, when other Pokemon of mine was already fainted or in case the situation be very much deadly.

Besides, if I begin to use Final Gambit in every fight we fough, there was no challenge and no fun, so I will avoid at maximum in use it. Only gonna use it when really necessary. For both players and GM.

I also accept the reduction of power against bosses or fights by the GM discreption.

Are we in peace Dragonstrike?
Kogeki currently ability to active in battles: Anticipation.
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I do believe we have reached an agreeable resolution, yes.
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(02-27-2020, 12:17 PM)Dragonstrike Wrote: (...) I apologize for the delays this has caused (was also a little burnt out from writing those long posts in SR).  This should not have happened and is entirely my fault.  I will get posts up for this game either later today or tomorrow now that I've had time to approach this with a level head and a clear mind.

Hooray, apologies accepted, all's fine!~ Now I hope that Rui and Karen will get along nicely with Kee on the current Floor. (◕‿◕ )
"Anything can be art. Anything can be self-expression. Now take your weapon and run with it" [Gerard Way]

--Windos is my OTP ❤---

`❤★`°・:*:・。[Image: qt5IPWF.png]。・:*:・゚’★❤`
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Well, my input as an experienced GM is that the specifics of game mechanics don't much matter. You have fun within the framework created by the game designer, and you get over it unless your character gets nerfed into oblivion. No one move or Pokemon will ever fall into that category.

I wouldn't play with someone who isn't willing to play under those conditions.
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http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
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So in other words, you put the enjoyment and scenario above the game mechanics, prefering not to worry too much about how a move works in particular and only nerf it if it's highly OP... THIS. This sounds like something I feel like I would do intuitively.
"Anything can be art. Anything can be self-expression. Now take your weapon and run with it" [Gerard Way]

--Windos is my OTP ❤---

`❤★`°・:*:・。[Image: qt5IPWF.png]。・:*:・゚’★❤`
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