Agon: The Kleos Cup, Dreamation '09
Judd:
Another cool moment just occurred to me:
It was the last test of the game and it came down to Might, to see who could toss the cyclops' hammer back to Olympus, back to Zeus. Throughout the game, Eppy's character, Argos had been talking up the might of Ares and talking down Zeus and he won the Might contest handily. So I narrated the hammer flying up to the clouds and landing at Ares' feet.
It is interesting to me with the abstracted combat and the board gaminess of it how incredibly important those little bits of color can be. In a campaign, that would have ended up being important down the road, methinks.
Valamir:
Hey, I totally missed this thread!
Long Limbed (or Far Reaching as I believe its called) isn't broken, its just more subtle than some of the other ones that give a definitive bonus against stuff.
To come clean, I "cheated" a bit. In the sense that I gambled that none of the other players had enough experience with Agon to recognize what I was doing with my character. If I'd been playing with Agon veterans, I've no doubt that Thyros the might would have gotten smoked.
First I built a character without any d12 stats which let me have more d10 stats. Plus I sold a bunch of stats down to d4 to buy more up to d8. This wound up not coming into play much because there was very little using of Helping dice in the game. This is because you were throwing a never ending stream of d12 challenges at us. A d12 challenge in Agon will never draw out resources, because its just not a good trade off to impair d8 traits to hope to beat it. If you'd used more d8 or even d10 challenges I think you would have seen alot more Impairment...because rolling an extra 2d8 against a d8 challenge is worthwhile. Plus rolling an extra d6 vs. a d8 is more worthwhile than rolling an extra d10 vs. a d12 because you care less about burning a ubiquitous d6 than burning a valuable d10. You could have burned alot more of our resources with middle challenges. Since you didn't the fact that I wasn't relying on a single big stat I couldn't afford to burn didn't help me much.
Having built a character with a bunch of d4 skills I made myself a total target for Oaths. That was fine with me because I figured a) the players really wouldn't know how to use those Oaths effectively yet, and b) I could probably rely on the default "party mentality" to protect me from being too abused by all the oaths I owed. I think in the end only 2 oaths got called, 1 was on a roll and using a stat that didn't really matter. Only Nathan really used one of my oaths to hose me, forcing me to waste a die I needed on a challenge to help him instead (amusingly he rolled so bad he came in last in that challenge despite taking my best die). In a game with more experienced players those Oaths would have laid me low. I also made a point of making my challenge against a strong skill rather than picking on a d4, and loudly proclaiming how noble I was for not taking advantage of people. That was mostly just some fun roleplaying, but it may also have helped keep me from being targeted.
But the real min maxing was that I took Far Reaching, Sword and Shield, and every piece of armor I could. This is a potentially dangerous combination. Far Reaching is most effective with Spear when it allows truly long ranged melee, and heavy armor is really only effective with long range attacks because of the positioning penalties. I was hoping we'd have a few indoor scenes so I could balance my positioning penalty against by positioning bonus when inside, but I don't think we had any.
What taking Sword enabled me to do was get the first attack in, killing minions before the spear and bow folk were able to. Swords only use d6s, but the extra d6 actually maxes out often enough that exploding the die with fate makes multiple d6 better (in many cases) than a d8 (if you have the fate to spend). What the Far Reaching enabled me to do was have more minions in my effective range without taking the -2 penalty. And what the heavy armor allowed me to do was bounce a couple of your nasty hits on me when I got bum rushed by the minions.
All of which would have back fired if people had used their positioning moves to get me out of the way. You sent me to the back once with your positioning moves which rendered me largely ineffective for that battle, but only Nathan groked the game enough to try to block me out so I was able to get away with a character build that normally one couldn't get away with.
I really like the tactical interplay of all the different options and potentials for conflict in Agon. I think its weakest points are that sometimes the skillfull play required by the GM to challenge the players can lead to not fun tactics (the brutal turtle strategy can be devastating to hit the players with, but its not so much fun to face). That and the multiple die types / roll high mechanic means that there are some rolls where you just can't win without getting a lucky max out roll and spending fate.
I wonder if a roll low mechanic where rolling a 1 means "you came in first" would work better, that way d4s would be the best dice but it would be possible to roll a 1 even on a really poor d12. Where as currently its impossible to roll a 12 on a really poor d4. It would also help eliminate some of the whiffiness of rolling a 1 or a 2 on your best die. With a roll low option the worst you could get on your best die is a 4.
What this would do is mean your best dice reliably produce great rolls (there's no possibility of Hercules being unable to lift a pebble because he rolled a 1 on his d12 Might) and that ALL of your dice are potentially worth impairing for assistance because any die could possible get lucky enough to win. Which would increase the use of the impairment mechanic dramatically, I think...even if the GM was using the most difficult challenges.
John Harper:
Very nice character build there, Ralph. Playing on the party mentality of first-timers is a great move, too. People sometimes dismiss the importance of roleplaying in the competitive parts of the game, but playing a noble and kind character can be a powerful defense against getting hosed by your fellow heroes, thus allowing you to play an even more twinked-out character -- as you showed here.
Your low-roll idea is intriguing. I'm not sure if more achievement is what I want in Agon -- there's something to be said for the cruelty of fate and rolls that you just can't win. But your reasoning is sound and it's certainly worth a playtest to see how it performs at the table.
Judd:
Ralph,
You obviously deserved to win the Kleos Cup because you were obviously playing Agon at a higher level than anyone else at the table.
Our short conversation after the game about pairing minions with NPC's and Monsters was really eye-opening for me.
Oddly, playing Agon has inspired me to want to play some 4e in the coming month.
Judd
Nathan P.:
I learned that there's really not a good matching missile build to the Far-Reaching melee build, cuz I was kind of trying for it, but the fact that bows go last meant that it's not as effective...at least, not against minions. If there had been more named characters, it may have been a slightly different story.
I did try to hose Ralph with positioning rolls when I could, but I often felt that it was more worth it to use those to try and break up the minions, especially the goddam eagles. But yes, I bow to Ralph's superior grasp of the game tactics...this time.
This time.
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