Opponents

Lately when I’ve been playing with the kids I’ve had great opportunities to test some new stuff.

Robert is a mage, so he’s testing and confirming the system for mages that it works and is easy enough to play with. And together with Rasmus I’ve put them up to some new monsters, yet trying to test how the stances work in action, and to try if my new way of creating opponents works.

I can gladly say that this have proven to be very promising. All the stances are useful, and when the kids understood how to use them they started to try many different things. Rasmus is also trying out some techniques, which gives me the opportunity to modify them so they really work.

Right now I have about half a dozen different opponent types but I’ll tell you about the most promising.

Weak Spot Type (WST)
This is as you can figure out opponents with one weak spot, or maybe two. You can defeat them the usual way, but this takes a long time and often hurts a lot both on you and your weapon. If you have the skill Aim, you should be able to defeat them pretty easy. But without it you can do the budget-aim, which I allow only after you’ve discovered the weak spot and if you add one action to your attack I’ll allow you to hit the weak spot. Sometimes the weak spot ain’t a spot, it’s just a matter of attack. Like some opponents take more damage from magic and less from celestial (ki and such).

Special Techniques Type (STT)
These are harder to fight than the one above, but not always. STT’s have powerful special attacks that hurts a lot. Sometimes even aims for a specific body part doing punctual critical damage, which is very bad to have if you don’t have a healer in your party. Their way of fighting is with crippling and disabling. They often have usual health, with no special armors, just about 20-30 KP, but they also are faster than Ki Strikers.

Protective Underling Type (PUT)
PUT’s I think that both groups have faced. These opponents are almost impossible to hurt unless you disable their underlings. Some are really impossible to come close enough to hurt without destroying the underlings while others become more powerful when their underlings are intact, which makes it easier to survive and defeat the opponent if his underlings are destroyed.

These are the main concepts of opponents I’ve thought on. Note that I also can combine the types above to create a really powerful opponent. But I’m still working on a couple of more, and I’m trying to create some standards. Monsters and opponents that are almost always the same, with exceptions, so you sometimes know what to expect when you see a creature or want to bash in the skull of an Katian Guard.

Best regards,
Herid Fel

PS: Tips and wishes of types of opponents will be most appreciated. :DS

Herid Fel

Well, ain't a blog enough?

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