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Aberrant RPG - Some Tactical Thoughts Inspired by my Current Campaign


metaphysician

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Okay, the normal rule of thumb in battles is that each mastery level pretty much automatically trumps any lower one, even multiple opponents. A Q6 nova that isn't either brand new or poorly built will defeat nearly any number of Q<6 novas, that kind of thing. So, if you want to fight a nova of a given level of mastery, you need a nova of equal level.

In my campaign, there's enough high level novas around that this actually becomes a potential issue, though thankfully, we've yet to really have a situation where the PCs are forced to take on such a higher level opponent unsupported. What we have seen, however, is repeated situations where you have "High level nova + minions" vs "High level nova + minions." In all these fights, the status and capabilities of the minions were important, even critical. In one particular fight, the fact that one side had mindless hoards of mooks, and the other intelligent, skilled nova backup, turned what could have been a horribly ugly stalemate into a relatively quick victory.

The general reason seems to be that, when two high level novas fight, the one without minions can either focus on fighting, or ganking minions. If he spends actions ganking the minions, he's spending actions on stuff other than attacking and defending against his main opponent, which gives him opennings, puts him ahead on the damage/quantum attrition, etc. This is true even if area attacks are used, since these are generally not as powerful as the focused attacks.

OTOH, if the enemy high level nova focuses on just fighting his peer, the lesser novas and other minions can focus on attacking *him*. The name of the game here is ping damage. While higher mastery levels of defense can easily reduce lesser attacks to ping ( which in a normal fight, is more than enough to ensure victory ), they have a much harder time eliminating the attack entirely. This is especially true since the minions are making undodged attacks ( so more bonus damage sux ), and have the freedom to max their abilities. This ping damage, while only a single rolled die each, can accumulate if there's a bunch of novas backshotting you every turn. This effects the attrition balance.

Also possible is the deployment of hindrance powers: Disrupts that gain single dots of reduction, Immobilize's that only last against a single action to escape, Power Blocks that can reduce the accuracy of the major novas attacks, etc. All of these likewise shift the balance of power between the two major combatants.

Lastly, the major nova on your side can potentially use boosts or other helpful powers on his support, particularly during times when the enemy nova tries ganking the minions. Boost ( Strength ) or appropriately configured Force Field ( Wall )s are particularly handy.

Now, there are ways a nova can defend against this kind of tactic. Immolates can ward off melee attackers. One of the major opponents we fought, Bran the Damned, had some kind of power construct that basically inflicted serious damage on anyone who used a quantum power directly on him. However, overall, I'd say there's no perfect defense against lesser novas backshotting your during a major fight.

This is mostly just some musings on my part, so, thoughts?

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