Joined: Fri Mar 10, 2006 1:46 pm
Location: Left Coast, USA
FLGS: Bizarro World
Eldric IV wrote:
Subsequently, who cares if a thief can save up all of his luck and drop a "boss"?
The DM and other players who were geared up for an epic battle and got a one-shot kill instead. And not a cool one-shot kill like rolling a 20 and then maxing out the Critical Hit table (through the heart!) but a "my class allows for a totally broken damage mechanic against what would otherwise be a tense, exciting monster fight we could all tell stories about" one-shot.
As a GM across many years, if I set up a single opponent as a final 'epic battle', I am making a mistake. Even if someone gets that natural 20 and goes crazy with whatever adds on to that and takes out the baddie, well, others could be disappointed to not have been able to participate. The 'boss' should be a part
of that epic battle, but if I don't include other elements and obstacles and challenges to really make it
epic, I'm always
running the risk of it being anti-climactic.
At least in DCC RPG, it is as was mentioned above: The Thief has got to be saving up appropriately in order to even do that. That assumes he knows where and when the group is going to cross paths with the 'boss', and that events leading up to that have been such that he can not use his best ability to face them. The Thief has been a spare tire, waiting to be deployed. This is just my opinion, but: I don't see that happening too often (i.e., never), primarily since it wouldn't be much fun to play that out, waiting at the back of the group for the chief bad guy to appear...
I don't think I've read anything about actual play
that suggests the mechanic is broken for such a reason as this. It didn't seem broken in the playtest I was in. It doesn't read as broken to me.
And besides, sometimes the one-shots are the stories that get told...
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.Playing RPGs since 1977
• Quasi-occasional member of the Legion of 8th-Level Fighters.—Here Be DCC Monsters—VOORAK, L, Hunter, S10, A12, Sm10, P6, I13, L13, AC 10, HP 3, Spear +0 1d8, Init 0; R 0, F 0, W -1, Holy water, Pelt, 3 iron spikes, 1d ration, 4-leaf clover (Find secret doors) (+1), Com +1
SARKLA, C, Gatherer, S9, A14, Sm14, P15, I14, L8, AC 11, HP 4, Knife +0 1d4, Init 1, R 1, F 1, W 1, Chest, Basket of veggies, 2d ration, lg sack, waterskin, torch, Seventh son (Spell checks), Com +1
TARR, C, Hunter, S14, A11, Sm15, P13, I7, L7, AC 10, HP 3, Spear +1 1d8+1, Init 0, R 0, F 1, W 1, Holy water, Pelt, 4 torch, flint/steel, 1d ration, sm sack, Fox's cunning (traps), Com
TELVA, N, Herbalist, S13, A6, Sm9, P6, I12, L10, AC 9, HP 2, Club +1 1d4+1, Init -1, R -1, F 0, W -1, Chain 10', Herbs- 1 lb., 50' rope, 2d ration, torch, Speed of cobra (Init), Com