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Daybreak is OP

5 posts · 411 views · started 2019-01-04 11:40 UTC
AN
Anubis
2019-01-04 11:40 UTC
#1

Persistent Hinder and they force me to only attack them they can effectively make a loop to have my bosses have a -10 and can never hit anyone but Rockstar which is REALLY MECHANICALLY BROKEN IMO Why are Daybreak so broken my bad guys in all 8 adventures can't do any of this crap... Tear has 1 Taunt and it's just "You should attack me or take a hinder" Not MUST attack unlike Rockstar's... 

P2
Powerhound_2000
2019-01-04 14:27 UTC
#2

That only focuses on just one target.    You should have or be able to introduce other obstacle/foes that they can’t ignore.  

BR
Braithwhite
2019-01-04 17:47 UTC
#3

So, a couple of things that might help your villains out against the Hinder/Wicked solo centric combo. 

1. In order to create a loop where they massively hinder your villain, they aren't going to be very focused on attack.  Wicked solo is a green ability, and isn't super strong (since it uses the mid die).  In order to get a loop where the villain is at around -10, pretty much every member of the team has to be focused strictly on hindering (with some light attacks).  It's a strong play on their part, but by no means unstoppable. 

2. Environmental challenges, minions, and distractions are your best friend here. As soon as they start having things go wrong, the team is going to have to stop their hinders (though muse's is persistent), and that makes Rockstar's wicked solo a lot scarier. Stolen Legacy and Urban Infestation have a lot of suggested ones.  I tend to prefer the ones that can be escalated to later yellow/red scenarios (a cracked gas line can lead to a later fire, even if it is temporarily repaired, or a building that has had people knocked into it can fall down).  Minions can swarm the weaker members (especially muse, as she is light on HP) (Myriad's swarm is capable of some truly appalling damage).    For scene twists, one of the things I've found to be particularly effective in getting player's attention is when you degrade one of their dice for the rest of the fight, until they take the time to fix whatever is screwing with their powers.  

3. The Scene Tracker: If the players are dragging their heels, ignoring challenges, and focusing on locking down a villain... let them.  You'll get your vengeance when the tracker runs out, the villain flys off, and they are left with a ruined park and evereyone screaming for their heads.   

 

On the whole, the point is to make sure that they aren't relying on one "OP" strategy.  Let them get away with it for a couple of turns (because it's GREAT when players figure out cool combos!), but if they think they've got everything figured out, throw them a curve! Minions and challenges are great, but there are things you can do with your villains to really make it a memorable fight.

Specific villain strategies:

Inductor: If the heroes are creating a loop, you are certainly allowed to have your villains adapt to it.  What I'd do is after they have used that strategy for a turn or two, I'd have a twist be that Inductor enters a powered up state where she burns a chuunk of her HP, but uses her magics to cvonvert ALL of the hinders on her into one massive bonus... even if she has to burn 10 HP to do it, a +10 boost to her attack against Rockstar is going to be something that shakes their plans up!  (It's right there in her abilities, too- Absorption as a power, Magical Lore as the quality!)

Tear: FRENZY.  If they want Tear to focus on one person, then give them what they want. She enters a frenzied state where when she focuses on one target, she makes two basic attacks against that target in Green, three in Yellow, and four in Red.  she'll keep the persistent Hinder, and that first basic attack isn't going to be strong, but it's definitely going to add up.  (totally in keeping with her character)

Stygian: If they are still using the same strat against Stygian, then have the other vandals show up after a few turns to give them more targets.  If you want to have Stygian face off against them alone, and they try to use that strategy again, Stygian is a great one to start summoning minions to help him- he's in a theater, after all, and at least one of the twists already gives you the ability to animate a suit of armor- just start animating other props to help out. All you need to do is break them out of their complacency.... or you can always have Stygian break out the Book of Despair and straight up start summoning horrific creatures!

Myriad- Minions, minions, and more minions. 

Hope this helps!

 

 

AN
Anubis
2019-01-05 17:37 UTC
#4

Thanks I have autisim so I guess I can focus too much on one angle that it kinda ruins the experience.. But I don't recall Tear having the go crazy ability? Also I was under impression I had to only use the twists the envoriment gave me. 

BL
bluedarky
2019-01-06 01:27 UTC
#5

She doesn’t, but it fits her personality and is a way she can handle the situation without going out of character.

Everything in the books is suggestions for the GM, if you can think of an environment twist that fits better then you are free to use it.