greatscott
2014-01-03, 08:44 PM
First off, let me say that I really like this game. Very well done, addictive even, and probably the best buy in terms of jokes / $ spent.
However, for the particular game that I play (3 player with my two sons), we are running into a pretty big balance issue.
The main thing is that...ELAN ROCKS (a bit too much given he has a lute not a guitar)
First, here is the type of game we are playing:
-3 player
-3 out of 4 starting shticks + 3 random shticks
-The Shortening + Sticky shticks
-Xykon on level 4. (no wandering Xykon)
We have found that if Elan is in the game, Elan wins the game. We did a little research that seems to illustrate the point. To try and get a handle on the issue, we made some calculations for each character.
For Attack
Sustained:
Assuming access to all shticks, how high of an attack could be sustained across unlimited battles.
Sustained w/items:
Same as sustained, but also add access to all loot items that are not consumable.
Flipping:
This is burst damage. With access to all shticks, how high could the character's attack value get?
Flipping w/items:
Same as flipping, but also add access to all loot items that are not consumable.
Defense:
Calculate the same four values for defense instead of attack.
Now admittedly, this does not cover all aspects of the game (and we note some other factors in the comments), but the results are pretty eye opening:
Here are the attack numbers:
http://i194.photobucket.com/albums/z217/jscott457/OOTSAttackTable_zpsfdca8cbb.png
And here are the defense numbers:
http://i194.photobucket.com/albums/z217/jscott457/OOTSDefenseTable_zpse501016d.png
While all the characters have special traits that help them score points, we have found the Elan advantage is just too high to overcome in most games. When Elan gets his shticks he just rolls. He even has a way to improve the time it takes to get his good shticks! ("Unwarranted Optimism")
We are working on some house rules to try and give the other characters a boost in areas that would help them compete a bit. Any thoughts on other ways of leveling things out would be appreciated.
General change:
If you win using a shtick that makes the battle a draw, you may then continue battling with another shtick if allowable (i.e. not after "Surprise!"). This improves characters that have decent attack but poor defense. If they succeed on a defense roll with "Hide" or similar, then they get to go on the attack.
Roy:
Roy is probably the closest to Elan in raw power. When "Great Cleavage" gets going, it is something to behold! :smallbiggrin: Roy does struggle with flying monsters, and green energy + book of true power is a little much to require. Our house rule solution is to augment the bunny slippers to add the following power to Roy: The slippers allow Roy to get in touch with is inner rabbit. They act as boots of springing for Roy giving his Greenhilt sword a range of 1.
Durkon:
Durkon begins with decent defense, but he suffers in the end game a bit. To give him a little boost, our house rule gives him more burst ability. Our solution involves cure assorted wounds.
Cure Assorted Wounds: After resting or at the dungeon entrance, Durkon can choose to memorize Cure or Cause (Durkula?) assorted wounds. Until he rests again or visits the entrance, the shticks are treated as either cure or cause. Cure assorted wounds acts as normal, but can be flipped to add +2 attack and defense against undead until the end of the current battle. Cause assorted wounds lose their healing power, but gain the ability when flipped to add +2 attack and defense until the end of the current battle.
Haley:
Haley benefits from the change to "Hide," but that is it. Perhaps she needs an additional burst boost??
Vaarsuvius:
V has decent attack abilities (although mostly flappable), so the solution here is to give V more chances to attack. Our house rules:
"Verbose Recitation" benefits from the general rule above. We also increase the initial defense value for the shtick to +5.
Belkar:
Belkar main powers are on the attack. To help Belkar go on the attack, his "Hide" shtick benefits from the general rule. In addition, we add a house rule to "Leaping Attack." If you use LA to make a ranged attack using "Twin Daggers of Doom," you may continue to attack monsters in the room as if you made a melee attack with TDoD.
Elan:
No changes, already a rock star.
Thoughts, comments and suggestions welcome!
However, for the particular game that I play (3 player with my two sons), we are running into a pretty big balance issue.
The main thing is that...ELAN ROCKS (a bit too much given he has a lute not a guitar)
First, here is the type of game we are playing:
-3 player
-3 out of 4 starting shticks + 3 random shticks
-The Shortening + Sticky shticks
-Xykon on level 4. (no wandering Xykon)
We have found that if Elan is in the game, Elan wins the game. We did a little research that seems to illustrate the point. To try and get a handle on the issue, we made some calculations for each character.
For Attack
Sustained:
Assuming access to all shticks, how high of an attack could be sustained across unlimited battles.
Sustained w/items:
Same as sustained, but also add access to all loot items that are not consumable.
Flipping:
This is burst damage. With access to all shticks, how high could the character's attack value get?
Flipping w/items:
Same as flipping, but also add access to all loot items that are not consumable.
Defense:
Calculate the same four values for defense instead of attack.
Now admittedly, this does not cover all aspects of the game (and we note some other factors in the comments), but the results are pretty eye opening:
Here are the attack numbers:
http://i194.photobucket.com/albums/z217/jscott457/OOTSAttackTable_zpsfdca8cbb.png
And here are the defense numbers:
http://i194.photobucket.com/albums/z217/jscott457/OOTSDefenseTable_zpse501016d.png
While all the characters have special traits that help them score points, we have found the Elan advantage is just too high to overcome in most games. When Elan gets his shticks he just rolls. He even has a way to improve the time it takes to get his good shticks! ("Unwarranted Optimism")
We are working on some house rules to try and give the other characters a boost in areas that would help them compete a bit. Any thoughts on other ways of leveling things out would be appreciated.
General change:
If you win using a shtick that makes the battle a draw, you may then continue battling with another shtick if allowable (i.e. not after "Surprise!"). This improves characters that have decent attack but poor defense. If they succeed on a defense roll with "Hide" or similar, then they get to go on the attack.
Roy:
Roy is probably the closest to Elan in raw power. When "Great Cleavage" gets going, it is something to behold! :smallbiggrin: Roy does struggle with flying monsters, and green energy + book of true power is a little much to require. Our house rule solution is to augment the bunny slippers to add the following power to Roy: The slippers allow Roy to get in touch with is inner rabbit. They act as boots of springing for Roy giving his Greenhilt sword a range of 1.
Durkon:
Durkon begins with decent defense, but he suffers in the end game a bit. To give him a little boost, our house rule gives him more burst ability. Our solution involves cure assorted wounds.
Cure Assorted Wounds: After resting or at the dungeon entrance, Durkon can choose to memorize Cure or Cause (Durkula?) assorted wounds. Until he rests again or visits the entrance, the shticks are treated as either cure or cause. Cure assorted wounds acts as normal, but can be flipped to add +2 attack and defense against undead until the end of the current battle. Cause assorted wounds lose their healing power, but gain the ability when flipped to add +2 attack and defense until the end of the current battle.
Haley:
Haley benefits from the change to "Hide," but that is it. Perhaps she needs an additional burst boost??
Vaarsuvius:
V has decent attack abilities (although mostly flappable), so the solution here is to give V more chances to attack. Our house rules:
"Verbose Recitation" benefits from the general rule above. We also increase the initial defense value for the shtick to +5.
Belkar:
Belkar main powers are on the attack. To help Belkar go on the attack, his "Hide" shtick benefits from the general rule. In addition, we add a house rule to "Leaping Attack." If you use LA to make a ranged attack using "Twin Daggers of Doom," you may continue to attack monsters in the room as if you made a melee attack with TDoD.
Elan:
No changes, already a rock star.
Thoughts, comments and suggestions welcome!