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GM vs Overpowered Heroes

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Re: GM vs Overpowered Heroes

Postby sajungzak » October 6th, 2014, 11:11 pm

In order to truly know another, one must first know one's self fully.
this is where I've been posting my painting progress so far:
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Re: GM vs Overpowered Heroes

Postby Gold Bearer » October 7th, 2014, 2:39 pm

Hmm, I see. What if you know yourself and your enemy but they know themselves and you? You can't both win. :?:
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: GM vs Overpowered Heroes

Postby sajungzak » October 7th, 2014, 3:41 pm

Gold Bearer wrote:Hmm, I see. What if you know yourself and your enemy but they know themselves and you? You can't both win. :?:

Then you wouldn't be enemies. You would both realize that you are both the same.
this is where I've been posting my painting progress so far:
http://www.facebook.com/zachary.lewis.96


Rewards:
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Re: GM vs Overpowered Heroes

Postby Gold Bearer » October 7th, 2014, 4:06 pm

Oh forget it. Smart arse. :)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: GM vs Overpowered Heroes

Postby artisturn » October 7th, 2014, 5:53 pm

So I ended up just adding some extra monsters and that seem to do the trick so far.

In the last game we played the heroes recieved thier first artifact.

Also in our last game the party lost their wizard,not from fighting but from searching for treasure.
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Re: GM vs Overpowered Heroes

Postby chaoticprime » October 7th, 2014, 7:39 pm

Wizards should never, ever, ever, EVER, search for treasure--even if they have that stupid spell with the thing.


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Re: GM vs Overpowered Heroes

Postby sajungzak » October 7th, 2014, 11:14 pm

Yeah, I finally drained the wizard of all his potions the other day.
When I told them we were shuffling the treasure deck they all got really cautious about searching. Big difference, that. (I had misinterpreted when I was young and never bothered to read it that carefully in recent years.) I also introduced tokens for BP. Having a visual makes it count more.
:wizard:"3? How do I get them back?"
:dwarf: "Don't tell me your out of potions too?"
:barbarian: "Me found haf fild flask, but me drink it."
:gargoyle: HA Ha Ha Ha HA!!!
this is where I've been posting my painting progress so far:
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Re: GM vs Overpowered Heroes

Postby cynthialee » October 8th, 2014, 12:09 pm

On allowing monsters and villains to open doors to call for back up here are some guidance for you based on my experience:
Monsters should only open doors for back up when they are in desperate need. {monsters are glory hounds}
Monsters only open doors in the same room or hallway they are in. {taking the time to go 2 rooms away to get back up would be seen as running from battle}
Monsters in the room that was just opened go into the room or hallway that called for back up. They may not open a door in this room as they are charging into battle into the other room or hallway. Villains are likely to do as they please in regards to doors. {so if they find a villain and he is under-powered, he just might open every door he can to swarm the heroes with the minions of chaos.}

The above mods should only be used on powerful Heroes. Base issue heroes will not live long at all and you will end with frustrated and angry players with these mods.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: GM vs Overpowered Heroes

Postby Gold Bearer » October 8th, 2014, 4:59 pm

cynthialee wrote:Monsters should only open doors for back up when they are in desperate need. {monsters are glory hounds}
I'd need a clear way of ruling that one though. What's desperite? One monster left in the room, that could work well.

cynthialee wrote:Monsters only open doors in the same room or hallway they are in. {taking the time to go 2 rooms away to get back up would be seen as running from battle}
Good shout, maybe certain cowardly type monsters (like goblins) could be allowed to go to other places to open doors.

cynthialee wrote:Monsters in the room that was just opened go into the room or hallway that called for back up. They may not open a door in this room as they are charging into battle into the other room or hallway. Villains are likely to do as they please in regards to doors. {so if they find a villain and he is under-powered, he just might open every door he can to swarm the heroes with the minions of chaos.}
Yea, it could lead to a chain reaction of opening every door on the board. That would be quite funny though. I think three types of monsters should do the trick. One type (including undead) can't open doors. One type can open doors if they're the last monster in that room or corridor. One type can always open doors. Could be a really nice way of making lesser monster a different kind of threat.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: GM vs Overpowered Heroes

Postby cynthialee » October 9th, 2014, 12:49 pm

I define desperate need as being the sole monster or villain facing 2 or more heroes.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


Rewards:
Created a Hot Topic.
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