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Forum Name Gameplay
Topic subjectre Drawbacks
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=45483&mesg_id=45598
45598, re Drawbacks
Posted by Quixotic on Wed 31-Dec-69 07:00 PM
Your skilled players circumvent their drawbacks by creating scenarios that minimize or eliminate them. Quicksand a problem? Look at all the arials and cloud giants in battle. Shapeshifters giving you fits? Charge-set and cutoff are your friends. People fleeing after the first round of deathblows? Open with cranial or pincer. People won't fight you? Let's go raid the island, the pit, the palace, or the Fortress. Bored? Become a criminal and go punk a tribunal.

That said, dying in situations where quaffing would have saved you does suck, and so most ragers avoid leaving the Rager Loop. The analogy to the Genie in Aladdin seems appropriate: "Phenomenal Cosmic Power! Itty bitty living space!"

The big issue regarding RBW is that if two characters are going down Eastern and have an unplanned encounter, the RBW can prep with one command, whereas the non-RBW is often best advised to prep with a potion of transportation.

In a pk-heavy mud, quaffing before combat even starts makes the e-peen shrivel.