Wyvern
2006-10-29, 02:16 AM
Got the game last week, played a 6 player game on Tuesday night gaming night (Seattle). 4 people were unfamiliar with OOTS, so the theme and humor really carried the first half of the game as new cards kept coming up (Elan's adventure, Haley's ridiculous bluff, Belkar's 'other' kidney, etc). I'd love to see what others recommend to speed things up - it took 6 hours to wrap this up (just a 3 lvl game) - but a fun time was still had by all.
A few questions (not rule clarifications) came up:
What's the deal with ranged attacks? Aside from PVP, it seems like there's absolutely no reason to use them - you have all the risk of attacking at range 0 (unless the defending monster doesn't have range to counter), and even then there's no loot rewards. Worse - you're likely to be handing a plum opportunity to the *next* player, having weakened a room somewhere and caused loot to drop. Maybe if you could move after a ranged attack? That's not to say I don't get the reason for ranged *weapons* as a means to attack fliers, I'm asking about ranged attacks.
Demon roaches - perhaps a tad too powerful? We had a stack of something like 12 monsters under a linear guild member on lvl 3. We might have been able to handle him at great loot expense, but it meant that everything else on the level was really strong too. Basically, the entire floor became really scary, so we'd've had to go back to lvl 2 for a number of rounds to "loot up" and then one person would have to sacrifice themselves on lvl 3 by giving up all their loot to beat the top of the stack.
Xykon + Demon roaches - scary, scary. He ended up at something like 48/48 atk/def. We needed a ton of loot, but that meant spending more time gathering on lvl *2* (see comment above about demon roaches and lvl 3) to head back down. Roy and I (playing Haley) both had tons of schticks at that point, but 48/48 is still scary, and a lot of my schticks were pvp/loot based. Is this normal? Any recommendations?
Thanks!
-Wyvern
A few questions (not rule clarifications) came up:
What's the deal with ranged attacks? Aside from PVP, it seems like there's absolutely no reason to use them - you have all the risk of attacking at range 0 (unless the defending monster doesn't have range to counter), and even then there's no loot rewards. Worse - you're likely to be handing a plum opportunity to the *next* player, having weakened a room somewhere and caused loot to drop. Maybe if you could move after a ranged attack? That's not to say I don't get the reason for ranged *weapons* as a means to attack fliers, I'm asking about ranged attacks.
Demon roaches - perhaps a tad too powerful? We had a stack of something like 12 monsters under a linear guild member on lvl 3. We might have been able to handle him at great loot expense, but it meant that everything else on the level was really strong too. Basically, the entire floor became really scary, so we'd've had to go back to lvl 2 for a number of rounds to "loot up" and then one person would have to sacrifice themselves on lvl 3 by giving up all their loot to beat the top of the stack.
Xykon + Demon roaches - scary, scary. He ended up at something like 48/48 atk/def. We needed a ton of loot, but that meant spending more time gathering on lvl *2* (see comment above about demon roaches and lvl 3) to head back down. Roy and I (playing Haley) both had tons of schticks at that point, but 48/48 is still scary, and a lot of my schticks were pvp/loot based. Is this normal? Any recommendations?
Thanks!
-Wyvern