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Post by vyrrk on Jun 9, 2017 0:32:52 GMT -8
Fairly easy he says...SOMEWHAT involved he says...You can do all this at work ?!? Holy shit. I got into the wrong career đ. Does anybody really try this hard to make encounters balanced ?? I got mental sweats after post one! I would love to see how a game built with this level of analysis feels to play... The important thing to remember is that these number crunching sessions exist to build a basis for thought. It's not something I intend to do each time I sit down to play (though it gets easier and easier the more of it you have done, since you can reuse it). The basics of it are simple, it's just the wild die and exploding dice that complicate matters. Luckily for doing the math against extras you never need to care about more than a single raise (assuming you aren't planning to use that math as a basis for a soak roll analysis, which I'm not). More than one raise does nothing on the to hit roll (+1d6 is the max extra damage), and one raise takes out an extra, making any further damage meaningless (unless you want to account for soaking). The final piece of the puzzle is that the games uses multiple die types instead of a fixed set of dice (ala hero system or GURPS), so instead of having one chart we need a bunch. Wow. I'm at a lose for words. That all needs to be on a blog or something to help others that are better at math then me. Really thank you though.
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Post by vyrrk on Jun 9, 2017 0:35:05 GMT -8
Yes, I mean 4 extras per Wild Card PC. Thus a party of 5 player characters should encounter 20 Extras. When each attack as a group of 4 against one Wild Card, they each get +3 Gang Up bonus. I'm going to try this. I have 7 players so that going to be a lot of Extras. I'm a little afraid I won't be able to keep them all clear in my theater of the mind game... but it's worth a shot!
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Post by Deleted on Jun 9, 2017 1:07:13 GMT -8
Yes, I mean 4 extras per Wild Card PC. Thus a party of 5 player characters should encounter 20 Extras. When each attack as a group of 4 against one Wild Card, they each get +3 Gang Up bonus. I'm going to try this. I have 7 players so that going to be a lot of Extras. I'm a little afraid I won't be able to keep them all clear in my theater of the mind game... but it's worth a shot! I'm in the process of fixing my math for the damage. I'l give you a mention when its done. I'll be looking back into me advice at that point. I have a feeling the extras are going to be hurting a lot more with the fix.
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Post by Deleted on Jun 9, 2017 3:05:30 GMT -8
vyrrk I'm happy to announce that my posts have been updated starting with the one on damage. Everything has been fixed with my conclusions updated and changed as needed. Thank you for your patience.
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Post by ericfromnj on Jun 9, 2017 3:29:34 GMT -8
Yes, I mean 4 extras per Wild Card PC. Thus a party of 5 player characters should encounter 20 Extras. When each attack as a group of 4 against one Wild Card, they each get +3 Gang Up bonus. I'm going to try this. I have 7 players so that going to be a lot of Extras. I'm a little afraid I won't be able to keep them all clear in my theater of the mind game... but it's worth a shot! For the mooks keep out a figure for each. Put them on their side when they are shaken. Remove them when they are incapacitated. Also works with coins where tails equals shaken.
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Post by Deleted on Jun 9, 2017 4:03:35 GMT -8
I'm going to try this. I have 7 players so that going to be a lot of Extras. I'm a little afraid I won't be able to keep them all clear in my theater of the mind game... but it's worth a shot! For the mooks keep out a figure for each. Put them on their side when they are shaken. Remove them when they are incapacitated. Also works with coins where tails equals shaken. For more info on this, see the sidebar "Up, Down, Or Off the Table" on pg 68 of deluxe.
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Post by savagedaddy on Jun 9, 2017 10:05:45 GMT -8
Just keep in mind, that ALL the Extras go on the same Action Card for initiative. I do theater of the mind almost exclusively and often break them into alphabetical groups of 4 extras (A, B, C, D, and so on)
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Post by EricaOdd on Jun 9, 2017 10:13:17 GMT -8
I'm going to try this. I have 7 players so that going to be a lot of Extras. I'm a little afraid I won't be able to keep them all clear in my theater of the mind game... but it's worth a shot! For the mooks keep out a figure for each. Put them on their side when they are shaken. Remove them when they are incapacitated. Also works with coins where tails equals shaken. I like to use tri-fold paper minis. I use Hero Machine (http://www.heromachine.com/heromachine-2-5-character-portrait-creator/) or find images online to use to create them. When they're Shaken, I turn the mini upside-down. It's an easy reminder to me when I look at the character. You can also use beads or tokens... put such a token by the mini base to remind you that they're Shaken. As for building a balanced encounter, I can't speak to its accuracy because I haven't actually used it, but the newest edition of Savage Worlds has a quick-n-dirty method to try to calculate a Combat Rating (similar to d20's CR). You basically generate a number using the Edges, general damage output, and so on to determine the Combat Rating of the Party. You can then use the same method on the adversaries to see how closely (or not!) they measure up.
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Post by Deleted on Jun 11, 2017 1:22:22 GMT -8
I'm happy to announce I've started my example combat encounter. We're three rounds in so far. Come by and check it out if you are interested! Ser Raymond Takes on the Bandits
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Post by Deleted on Jun 11, 2017 3:34:36 GMT -8
Well, I finished my example encounter and I think I discovered a few things:
1) Bows are better than crossbows. AP is nice and all, but needing to reload for an action is worse than aiming for an action. I'd rather have +2 to hit than 1 AP. Maybe that would change if I had a high shooting skill and needed to take out people in fullplate, but bows are better for your average ranged attack.
2) Things go from hopeful to over rather quickly. Not sure what else to say here. If the numbers become against you it can quickly become a bad situation. Try not to let that happen.
3) Even a 50/50 chance to unshake is no guarantee. One npc became shaken in round 1 and could not break out of said shaken till round 6. Essentially, 2 allies were down the whole battle because of shaken. The NPC's bounced right back though. Leadership edges might be a better investment than initially thought.
4) 4:1 wild cards:enemy extras seems like too severe of a ratio. This battle was 6 against 4 (the coachman would have been 5, but he was no fighter). Things could have gone differently, but it was clear that the side of the player was the underdog. Using the combat rating system, the battle was 42 (bandits) to 31 (Ser Raymond & co). This matches up somewhat to the expectation of a tough fight (what the book says).
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Post by ilina on Jul 8, 2017 22:49:40 GMT -8
wait until you convince a group of minmaxed murderhobos to try subterfuge and succeed at an assassination despite their lousy skills because they were being assisted by the youngest member of the group who also happens to be a mistress of disguise because "Cosplayer" and a damned good liar due to her massive charisma. literally bluffed my way through ten checkpoints and got the group to their target.
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Post by ilina on Jul 9, 2017 2:08:56 GMT -8
sometimes, all you need to do to clear a boss fight is bluff your way into a party at a casino while disguised as a casino waitress from said casino, completely catch the boss target off guard and get an 127 point damage roll before the drop to strangle your target for strength+1d4 with a pack of dental floss as an improvised Garrote wire with such an unnerving smile it makes the goons panick with disbelief.
i mean, i only had one pack of dental floss i intended to use for my teeth, but i instead used it to kill a major and bail out a bunch of captured PCs because i missed a session, as not my primary character, but an interim character that was one of my primary character's coworkers. and kind of an apprentice figure of a lower paygrade while my main character was busy doing important spy work behind the scenes.
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