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> Defense vs Astral Weenies, Suggestions?
Apathy
post Mar 20 2004, 04:52 PM
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My group has hit on the idea of using 4+ watchers to melee more powerful spirits using the friends in melee rules. Using a decent high force spirit, it takes almost forever for them to do any damage (spirits body roll almost always negates the light damage) but with +4/-4 to the target numbers the watchers always win the melee rolls.

Does anyone have suggestions for how to counter this other than responding in kind?
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Zazen
post Mar 20 2004, 05:21 PM
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The larger spirit can simply ignore the watchers and do whatever it's supposed to do. Problem solved ;)
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Herald of Verjig...
post Mar 20 2004, 05:53 PM
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Watcherball: a very restricted target manaball.
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mfb
post Mar 20 2004, 05:55 PM
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if the more powerful spirit is summoned, have it used fast astral travel to go back to its summoner and let it know what's going on. the summoner will likely respond by tossing out a bunch of watchers of its own, and then calling the security desk at whatever facility he works for.
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Lilt
post Mar 20 2004, 06:07 PM
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Yes, the wather pack tactic can be extremely effective. Some ways to take-out watcher packs are with area effect spells, the whirling martial arts maneuver, and the confusion spirit power (which works on the astral). Another technique the larger spirit can use is to disengage every second round then charge at a point that is out of range of the other 3 watchers, taking them out 1 by 1. (This is a tactic you'll often see people use in melee-fighting computer games)
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Apathy
post Mar 20 2004, 06:15 PM
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I guess in some cases that would work. If the spirits were there to beat up runners, though, they would have to deal with the friends in melee rule regardless.

I understand the rationale behind friends in melee, but think that it might be too powerful. It means that 5 girl scouts (unarmed 1 from their self defense merit badge) could probably kick a melee physad's (unarmed 6) ass.

[ Spoiler ]
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holychampion
post Mar 20 2004, 06:24 PM
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LMFAO :rotfl:
OH I soo want to kick my Adepts ass with Girlscouts!
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kevyn668
post Mar 20 2004, 06:33 PM
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That has to be the funniest thing I've seen around this place in the year that I've been here!! :rotfl:
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Kagetenshi
post Mar 20 2004, 07:02 PM
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I definitely like the idea of Watcherball, though it could be argued that you would need Slaughter Watcher.

~J
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Herald of Verjig...
post Mar 20 2004, 08:21 PM
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QUOTE (Kagetenshi)
Slaughter Watcher.

Slaughter spells are merely mana spells with a constant damage level.
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Apathy
post Mar 20 2004, 09:11 PM
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Based on this thread, my next character will have an intense phobia of Girlscouts.
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RedmondLarry
post Mar 20 2004, 09:32 PM
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In terms of game balance, I don't want a pack of watchers to be both super-cheap and the most awesome Astral fighting machine out there. I also don't want the Girl Scouts of UCAS to order all their scout troops in the Seattle Metroplex to swarm over the Seattle gangs once a year in an effort to clean up Seattle.

So we've added the following house rule: A defender in a melee can choose to ignore selected attackers. Such attackers don't count as Friends for any other attackers, and the defender neither counters nor uses Combat Pool against attacks from those so selected. The Defender only uses Body dice (and Karma Pool) to reduce damage.
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FlakJacket
post Mar 21 2004, 12:41 AM
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QUOTE (holychampion)
LMFAO  :rotfl:

Oh I soo want to kick my Adepts ass with Girlscouts!

Also depends on the 'girl scouts' involved.

"Vilderness Girls!" :D
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Shockwave_IIc
post Mar 21 2004, 05:21 AM
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QUOTE (OurTeam)
In terms of game balance, I don't want a pack of watchers to be both super-cheap and the most awesome Astral fighting machine out there. I also don't want the Girl Scouts of UCAS to order all their scout troops in the Seattle Metroplex to swarm over the Seattle gangs once a year in an effort to clean up Seattle.

So we've added the following house rule: A defender in a melee can choose to ignore selected attackers. Such attackers don't count as Friends for any other attackers, and the defender neither counters nor uses Combat Pool against attacks from those so selected. The Defender only uses Body dice (and Karma Pool) to reduce damage.

Just like play fighting with your 3 nephews ignore 2 of them as they punch and kick you while you tickle the third half to death (Untill the younger one (commonly named sean) sinks his teeth into your back)
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Cain
post Mar 21 2004, 05:31 AM
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The Warcher Attack Pack tactic can be extremely effective against single spirits. The answer is, of course, to counter with your own swarm of watchers.
QUOTE
Just like play fighting with your 3 nephews ignore 2 of them as they punch and kick you while you tickle the third half to death (Untill the younger one (commonly named sean) sinks his teeth into your back)

That's one reason why I don't like OurTeam's house rule; it doesn't feel right to counter player cleverness with a house rule. The other reason is because a Watcher Attack Pack, by itself, is not an astral powerhouse by any means. It becomes dangerous when combined with one or two larger spirits, plus possibly an astral mage. It's like getting attacked by a swarm of bees; bees themselves don't do much, but if you use them as a smokescreen for a more powerful attack, you'll do much better than before. OurTeam's house rule doesn't seem to reflect this bit-- it's like the spirit isn't even distracted by all the screaming watchers in its face.

(Having roughhoused with a few kids in my day, I can tell you that if you ignore two to focus on one, at least one of them will dash away and grab a bat. In game terms, it just doesn't seem right that you can ignore the ones that aren't sneaking up on you.)
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Apathy
post Mar 21 2004, 07:20 AM
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QUOTE
It doesn't feel right to counter player cleverness with a house rule

It's not that this is especially clever, this has been a common topic on this forum for the last several years I've been watching the boards.

My concern is that it's not balanced (reference the girl scout post above). I agree that friends in melee has an impact. I just don't think it should trump everything else, because then it's just a question of who brings the bigger gang (not who's got the 'better' gang).

I kind of agree with the logic behind OurTeam's rule, because I think it does add balance. If the opponents are even halfway decent, then ignoring them will get you beaten down very quickly unless you're a munchkin troll with a 15 body. I've talked with my group in the past, and suggested something very similar. They had mixed opinions about it, mainly because they hate house rules on principle.

The reason I created the post was not for advice on a house rule, but to see if any other players or gms had thought of some clever tactics that would counter-balance this trick. It'll get really boring if it's just a question of who shows up with the greatest number of bodies.
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Panzergeist
post Mar 21 2004, 07:30 AM
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The way I've seen it dealt with is a simple reinterprittion of the existing rule. Friends in melee only applies for friends who have already engaged in a round of combat. So, watcher 1 attacks and gets no friends in melee, watcher 2 attacks and gets 1 friend if and only if watcher 1 survived, and so on.
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TheScamp
post Mar 21 2004, 08:25 AM
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That's the way I've always done it. Doesn't seem to make sense that a guy hasn't even had a chance to move yet is able interfere or help out his buddy.
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Kagetenshi
post Mar 21 2004, 09:53 AM
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Then they just hold their actions and attack at the same time. Problem solved, FIM bonuses galore.

~J
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TheScamp
post Mar 21 2004, 03:11 PM
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Possibly giving the lone person time to either get out or beat a couple of 'em down.
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Kagetenshi
post Mar 21 2004, 04:13 PM
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To either get out or beat one of them down.

~J
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cykotek
post Mar 21 2004, 04:28 PM
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As far as the "girl scouts vs adept" thing goes, you need to remember the order of engagement. I don't consider the rest of the girl scouts to be in melee unless they've had a chance to act and engage, or are being attacked as part of a "multiple targets" melee attack. If you can go fast enough to get the jump on them, you can probably disable one or two, then disengage to make another pass. With a higher initiative, you stand a better chance of disengaging for a moment, to rejoin the melee in a less disadvantageous position. And if you can't disengage, you've managed to drop one or two opponents before their friends can start making your life difficult.
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TheScamp
post Mar 21 2004, 04:46 PM
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QUOTE
To either get out or beat one of them down.

Attacking multiple combatants is a good thing, especially against Girl Scouts.
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Neon Tiger
post Mar 21 2004, 05:08 PM
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How's about using Spiritbolt/ball to take out watchers?

Does Spiritbolt/ball affect fleshform insect spirits? I'd say yes.
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TheScamp
post Mar 21 2004, 06:09 PM
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QUOTE
How's about using Spiritbolt/ball to take out watchers?

You'd also nail the spirit that you want to protect from the watchers.
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