Posts from Percentages
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Do you need them?
And no one ever takes a particular side when they start reasoning from their own perspective, just to make themselves feel good and comfortable, possibly even without having any experience as a GM. The point is not simply to create cool roles, give them a bunch of non-damaging spells, and abilities, in order to quickly attract players, half of whom will still be slow and unresponsive, and the other half will sit and wait for the game to end, because nothing can be done with such a set of skills and players.
That's true, but... There are pictures and descriptions of the roles, and newspapers should be based on them (and only on them). I still haven't forgotten my healing in the phone booth... How can someone who hasn't watched your Doctor (and I'm one of those people) understand what this healing is? And the role of the killed person should be clearly defined, as well as the role of the killer, and not as it was in '81...
First, the reference in the setting is obvious. You could at least see it before the game (even if you didn't immediately understand what it was) and simply Google it. Second, it didn't matter – after your surprise, a bunch of people who knew the reference piled into the thread and explained everything in five minutes.
So, is it normal when a town can't execute anyone from the Mafia for three days because they have immunities? And this definitely didn't upset or annoy the townspeople, unlike those same percentages, who rarely play a role.
2. Rarely plays a role = if they do play a role, then expect a general outcry, because no one expected them to play, and then, ugh, they did! ))
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Одиночные сценарии Heroes V 3.1:
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It's just that someone clearly isn't taking into account the players, most of whom clearly don't have good gameplay skills. In these games, it's generally difficult to defeat anyone, as they constantly retreat, and when they are also immune to defeat, the point is lost.
I believe that we should take percentages less seriously, respect the GM's work, and be able to adapt to any situation. If a GM creates a game with percentages, that's fine, we'll play with percentages. If you lose because of the percentages, it's unfortunate, but it happens; there's nothing you can do about it. After all, we're not playing a game about cows.
In reality, games with strict percentages haven't been held recently either. In Arandor's case, it's not overly pronounced, for example, in his latest game. So, these arguments can be seen as more abstract.
Someone clearly isn't taking players into account, most of whom clearly aren't very good at the game.
Added 2 minutes ago
I think we should take percentages less seriously.
Added 1 minute ago
Losing because of percentages is annoying, but sometimes it happens, what can you do.
Added 2 minutes ago
Don't touch it, booth, Yashur)
First, the reference in the setting is obvious. You could have at least seen it before the game (even if you didn't immediately understand what it was) and just googled it. Second, it didn't matter – after your surprise, a bunch of people who knew the reference piled into the thread and explained everything in five minutes.
What was I supposed to google? "Telephone booth in a wonderful new world"???:D
It didn't matter, yes. I was just giving an example (the most memorable one). But in other similar situations, it did matter, and it mattered a lot...:(:(:(
Если где-то чего-то убудет, то в другом месте добавится.
(Закон сохранения).
Perhaps it would be more accurate to say not "lost," but "was killed."
That is, if a player makes mistakes, executes villagers, kills villagers, guesses roles incorrectly, uses clues poorly, abuses drugs throughout the game, and then loses due to percentages.
We're talking about immunity to execution, if that's what you mean.
Added 4 minutes later
Yes, if we take Ve-He as an example, then, well, only the mafia could like the set with a million protections against executions and Oban, who eats without clues.
Second, I think I'm the only one who thinks Oban was the weakest mafia role in that set...:(:(:(
Если где-то чего-то убудет, то в другом месте добавится.
(Закон сохранения).
Recruitment has always been garbage, except maybe in the 7th game, where it was implemented quite well, and even then, only because you could recruit only three roles from the entire set, plus the mafia had one killer, so they could win thanks to good nighttime actions, analytics, and daytime play.
What I mean is, you write as if you play the game perfectly, without making any mistakes, and then suddenly you lose because of percentages.
Here are two examples.
1. Game on SCN. My team and I, with our actions, practically eliminated the rest by turn 4 (only one "red," three "blues," and a maniac remained), preserving our entire team of 5, two of whom had immunity to block. The "red" uses the ultimate ability "block 4 random targets." What did randomness do? It blocked THREE (those very ones who don't have immunity, yes :mad:) of our players and the maniac!We still won then, but it left a bad taste in my mouth...:(
2. Game 81 here. I made a mistake and went to defend Rimpel instead of Neba. Result: Neba was killed, Rimpel hid from the Night Demon, the Mafia's 50% kill on the second target triggered (fortunately, it was aimed at Rimpel).
The next night, I defend Kosha, the revealed archer, the Mafia uses mass random redirection and kills Ment. Why wouldn't randomness correct the situation and redirect me to Ment? No, randomness leaves me on Kosha, the Mafia eliminates Ment, AGAIN the 50% kill on the second target triggers, which IMMEDIATELY hits my 50%. BEAUTIFUL!!!!!:smile51::smile51::smile51
P.S. So, almost in every game.:(:(:(
Если где-то чего-то убудет, то в другом месте добавится.
(Закон сохранения).