Post by luchri on Feb 8, 2016 12:53:40 GMT
So I ran my first session in this system yesterday. Only had one of my regulars as a player. He had made his own partner digimon, his character had sufficiently freaked out, is confused as hell about the digital world and while he has started to adapt he also thinks he is having a stroke and this is a prolonged hallucination.
All of that went fine. What didn't go fine was the speed of fights.
The first fight he had, before he even had any sort of digivice or the like, was his partner fighting another rookie. Floramon to be exact. That fight admittedly went a bit slowly because he forgot to add in his damage, but one solid hit with that added and Flora's armor bypassed saw the thing knocked out cold, even though a combination of poisoning and a couple good stamen smacks almost knocked his partner out in the first fight.
The second fight later was with Plinkmon, one of the customs I have here. It actually went really well at first. Plinkmon is a ranged fighter and Geomon can dig, so Geomon actually went underground when the enemy started sniping at them, dug up under a mesa and popped out close enough to get in and grapple/clash. He floored plinkmon very quickly... but Plinkmon's partner digivolved him to troopermon, and here is where my concerns started up a bit.
Now as a champion 'troopermon' is supposed to be tougher than the current rookie who does not know he can ascend, and can't do it anyways near the other trainer who is blocking it. But both Geomon and my player's actual character had to go at this champion hard, each successful hit dealing a single damage, and indeed Geomon was taken out of the fight the first time Troopermon got in a hit that landed. They only survived because Ai, Troopermonds partner, was taken hostage by the player.
Frankly, this ended up working well as a cinematic boss fight... but then later after going back to Thumb town and being menaced into working by BanchoLeomon some more, they ended up accidentally fighting a Golemon. Geomon got to digivolve into the more powerful Shabtimon... and it was still a painfully slow fight.
Now admittedly Shabtimon is built as kind of a large planty/bricky attacker thing and Golemon has over 10 armor because, well, big mean rock digimon. But the fight went on so long and got so dull, composed of a clash check and a punch every round, I eventually just let him throw the thing into the lake and ruled Golemon can't swim. Meaning they may or may not have drowned te thing... and since they may have accidentally broken into it's cave while digging for stone they also may be super guilty of a few crimes.
Point is though... even in champion vs champion fights it just seems like straight up attacks towards anything with an armor above 10 can be slow as hell for anything not packing an equal damage... and based on the Floramon fight that same amount of damage could do a lucky one hit to anything depending on a higher dodge or that has all three defensive stats just lower than normal.
Is there some rule of thumb to keep these funcitonal? Because at this point it seems like the only way to deal with high armor is a mob, or hoping the 3 points put into armor piercing (which as I think about it could just as easily be put into damage) offset the difference and allow for even a second damage point though. I'm just worried anything that would compensate for such a thing would turn lower armor digimon into dandilions that puff the second anything hits them.
All of that went fine. What didn't go fine was the speed of fights.
The first fight he had, before he even had any sort of digivice or the like, was his partner fighting another rookie. Floramon to be exact. That fight admittedly went a bit slowly because he forgot to add in his damage, but one solid hit with that added and Flora's armor bypassed saw the thing knocked out cold, even though a combination of poisoning and a couple good stamen smacks almost knocked his partner out in the first fight.
The second fight later was with Plinkmon, one of the customs I have here. It actually went really well at first. Plinkmon is a ranged fighter and Geomon can dig, so Geomon actually went underground when the enemy started sniping at them, dug up under a mesa and popped out close enough to get in and grapple/clash. He floored plinkmon very quickly... but Plinkmon's partner digivolved him to troopermon, and here is where my concerns started up a bit.
Now as a champion 'troopermon' is supposed to be tougher than the current rookie who does not know he can ascend, and can't do it anyways near the other trainer who is blocking it. But both Geomon and my player's actual character had to go at this champion hard, each successful hit dealing a single damage, and indeed Geomon was taken out of the fight the first time Troopermon got in a hit that landed. They only survived because Ai, Troopermonds partner, was taken hostage by the player.
Frankly, this ended up working well as a cinematic boss fight... but then later after going back to Thumb town and being menaced into working by BanchoLeomon some more, they ended up accidentally fighting a Golemon. Geomon got to digivolve into the more powerful Shabtimon... and it was still a painfully slow fight.
Now admittedly Shabtimon is built as kind of a large planty/bricky attacker thing and Golemon has over 10 armor because, well, big mean rock digimon. But the fight went on so long and got so dull, composed of a clash check and a punch every round, I eventually just let him throw the thing into the lake and ruled Golemon can't swim. Meaning they may or may not have drowned te thing... and since they may have accidentally broken into it's cave while digging for stone they also may be super guilty of a few crimes.
Point is though... even in champion vs champion fights it just seems like straight up attacks towards anything with an armor above 10 can be slow as hell for anything not packing an equal damage... and based on the Floramon fight that same amount of damage could do a lucky one hit to anything depending on a higher dodge or that has all three defensive stats just lower than normal.
Is there some rule of thumb to keep these funcitonal? Because at this point it seems like the only way to deal with high armor is a mob, or hoping the 3 points put into armor piercing (which as I think about it could just as easily be put into damage) offset the difference and allow for even a second damage point though. I'm just worried anything that would compensate for such a thing would turn lower armor digimon into dandilions that puff the second anything hits them.