Originally posted by BlueWinds
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I mean, you say "Brawl sucks at Withering attacks" but then your example is with an archer relying on artifact gear to put out equivalent damage. To play my example out to the end point like you did, the brawler would be rolling 17 dice for three or four threshold successes, meaning the brawler's final damage is 9 or 10 dice, basically matching the archer for the same 1m investment.
My point is that almost all the combat abilities have only very limited ways of boosting withering damage, and if a circle spends a full 40% of their collective actions for the turn getting a whopping 7 initiative out of the battlegroup they've kind of done their job, since that's two attacks that the actually threatening enemies didn't need to spend resources defending, and initiative that those threatening enemies didn't have stolen from them. You've basically set up kind of a game of chicken, because while you pulled some initiative out of the battlegroup, the group didn't actually get much less threatening by only losing 1 die off their stats, and the enemy solo combatants had a round to build their own initiative. So, sure, you're more dangerous, but so are they.
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