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Stun is Fun
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<blockquote data-quote="unan oranis" data-source="post: 5094926" data-attributes="member: 65462"><p>Interesting takes, all.</p><p></p><p>Regarding the mathematical analysis; in merely the attempt to define a system of measuring (value of individual pc's attack being a factor etc) I think it is demonstrated that some strategic depth must be added by what I'll call the most dangerous (to fun) effect. </p><p></p><p>Also if you were to compare notes you would have to define a few things;</p><p></p><p>- Is the standard heal check a waste or loss of action? I think this depends on weather you are looking for strategic analysis or play-experience analysis. After all, dominate is actually stronger than stun but there is no issue because most people have no barrier to fun times with it.</p><p></p><p>- Is a successful removing of stun a waste or loss of action for the enemy that caused it? Should that be factored in to the total amount of actions for the opposing strategies? If it is, declaring a heal check as "last resort country" seems too harsh a judgment.</p><p></p><p></p><p>Other thoughts...</p><p></p><p>Stuns that last longer than 3 rounds (or saves) are in odd territory, because that's how many saves it takes to die, or be snuffed out by other monster abilities. Unless one also has an issue with those rules, you should be prepared to tap out on three saves anyway.</p><p>That is the default level of lethality - YMMV.</p><p></p><p>Stun is more dangerous (to fun) than I had thought when I first posted; the issue of slow turns is definitely exacerbated by stun.</p><p>I've been putting a lot of effort into speeding turns up, my players may suffer less "fun damage" than others from this effect.</p><p></p><p>I had not considered that in some cases, the focus fire target might not be the stunner, and so there again is a choice to switch priorities and bust up the potential monotony of focus fire. A choice with pros and cons, not necessarily an easy choice (which is ideal!).</p></blockquote><p></p>
[QUOTE="unan oranis, post: 5094926, member: 65462"] Interesting takes, all. Regarding the mathematical analysis; in merely the attempt to define a system of measuring (value of individual pc's attack being a factor etc) I think it is demonstrated that some strategic depth must be added by what I'll call the most dangerous (to fun) effect. Also if you were to compare notes you would have to define a few things; - Is the standard heal check a waste or loss of action? I think this depends on weather you are looking for strategic analysis or play-experience analysis. After all, dominate is actually stronger than stun but there is no issue because most people have no barrier to fun times with it. - Is a successful removing of stun a waste or loss of action for the enemy that caused it? Should that be factored in to the total amount of actions for the opposing strategies? If it is, declaring a heal check as "last resort country" seems too harsh a judgment. Other thoughts... Stuns that last longer than 3 rounds (or saves) are in odd territory, because that's how many saves it takes to die, or be snuffed out by other monster abilities. Unless one also has an issue with those rules, you should be prepared to tap out on three saves anyway. That is the default level of lethality - YMMV. Stun is more dangerous (to fun) than I had thought when I first posted; the issue of slow turns is definitely exacerbated by stun. I've been putting a lot of effort into speeding turns up, my players may suffer less "fun damage" than others from this effect. I had not considered that in some cases, the focus fire target might not be the stunner, and so there again is a choice to switch priorities and bust up the potential monotony of focus fire. A choice with pros and cons, not necessarily an easy choice (which is ideal!). [/QUOTE]
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