GM-Garr
Local friendly code monkey
   
Posts: 431
Threads: 53
Joined: Apr 2014
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RE: Equipment destruction in Muspel
I'm closer to agree with Joe on the matter here. Besides the 3 methods mentioned, you can also keep in mind that there are innate indestructible weapons, namely axes, staves, books and maces (those are the ones I can call from the top of my head). Also, unbreakable armors do exist. Bringing spare ones is an option. I don't think it limits the party choice, as bringing a priest with you that will put pneuma up will protect you from damage along the gear breaking effect. So here you have at least 6 ways to counter, 5 of which do not involve Smith, and 1 is a way for every class without relying on anything from outside (carding).
Also, I don't think you're able to finish current Muspel with WS/HP duo alone.
P.S. This post is not GM team opinion on the matter, but purely my own. If I'm wrong please feel free to prove otherwise.
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| 01-12-2015, 05:51 AM |
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Story Teller
Passionate Artist
    
Posts: 1,989
Threads: 182
Joined: May 2009
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RE: Equipment destruction in Muspel
(This post was last modified: 01-13-2015, 02:15 AM by Story Teller.)
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| 01-13-2015, 02:15 AM |
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mahawirasd
Posting Freak
    
Posts: 3,839
Threads: 50
Joined: Jul 2008
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RE: Equipment destruction in Muspel
hey, no one is saying "make it easier" - i did say "add various strips" to compensate in my very first post... and it's not even edited... go read it again...
all i'm saying is that this is about locking people in and possible counterplays....
if anything, i would argue more strips WOULD make it harder overall as well as forcing people to party MORE. Case in point: a duo ws-hp or just a solo ws can easily manage various equipment breaks, but disarm would really force them to think harder OR EVEN *GASP* enlarge their party to include a chemist and/or prof...
and, to be clear, "adding" here may mean both add more "types" of strips as well as skill "frequency" and "lvl" or "success rate"...
so yeah, adding possible counterplays means adding more possible roles which means making muspel look more like an end-game dungeon which does all you guys have prescribed above:
"Muspelheim was intended as a place where a party is required."
"It's an end-game dungeon and should require at least some half decent gears/skills/classes to do. If anything it should be made harder."
and joe, of course some classes inherently have more damage output than others, but limiting some classes to certain equips which further limit their dps while the most common DPS-dealer in that dungeon can do without those special equips does kind of play into those imbalances rather than give other classes/builds a better chance at shining/performing...
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| 01-16-2015, 07:02 AM |
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