Yesterday I ran the Rusalki encounter and it just seemed unwinnable for the players, so probably I am doing something wrong.
I had 2 players, they were playing Vanadis and Sigyn. We were playing on the black (longest) damage track. Since there were 2 players I pitted them against 2 Rusalki.
The Rusalki focused down Vanadis and the players focused down a Rusalka (the one that was taunting). But then Sigyn seemed totally unable to beat the remaining Rusalka. Since the Rusalka was Shrouded the most damage Sigyn could do on an attack was 4 , while the Rusalka could do more damage because of more runes, rage, and degeneration. There was also a weird thing where whoever went first could mental attack to wipe the opponents turn, so they were forced to constantly spend runes during upkeep to go earlier. I was running upkeep in turn order, so the 2nd actor could spend a rune to go next in the subsequent round, is that right?
Was 2 Rusalka too many for 2 PCs? Does Sigyn need a big party to shine? It seemed like she just can't do much damage. I mean, the lvl 6 Black Skeleton with a Bardiche, Might, and Power attack could do 7P with pierce 2 while Sigyn's most damaging attack does 2 damage. Am I right that Parry is cannot be used against Mental or Spiritual damage?
The players had fun and I really like this system (already bought the Core Rule Book) but Sigyn just seemed really weak in this fight.
Trouble with Rusalki
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Re: Trouble with Rusalki
Hmmm we didn't have that exact player config when we played through Fafnirs and we did play it twice, but it is reaaaally important to play as a team in that last fight. First off, what was Sygin's Void spec? Secondly, with Sygin in the group, no one should be attacking Vanadis. Sygin is a game changer here, if she taunts and pulls the Rusalki out of the water and onto the steep shores, the Rusaki are done!
Looks like you played initiative right, having the top spot leaves you open to be dethroned. I think that's by design. ^^
Bingo: Sygin thrives in crowded situations, so her powers dip when it's a 1 on 1 fight.
I think the same number of Rusalki as the players is the right call, but you can see how your players are mastering the RGS and their pregens and tinker from there. I mean the muggers are push-overs, and then it works up to the Rusalki which are *very tough*. But Sygin's player always had the option to upgrade her weapons if she felt she wanted to deal more damage, well at least in theory, I don't know how the early part of your game played out. ^^
You will see in the core rule book just how many crazy powers the MoR gets, she's glorious! hihihi
Looks like you played initiative right, having the top spot leaves you open to be dethroned. I think that's by design. ^^
Bingo: Sygin thrives in crowded situations, so her powers dip when it's a 1 on 1 fight.
I think the same number of Rusalki as the players is the right call, but you can see how your players are mastering the RGS and their pregens and tinker from there. I mean the muggers are push-overs, and then it works up to the Rusalki which are *very tough*. But Sygin's player always had the option to upgrade her weapons if she felt she wanted to deal more damage, well at least in theory, I don't know how the early part of your game played out. ^^
You will see in the core rule book just how many crazy powers the MoR gets, she's glorious! hihihi
Re: Trouble with Rusalki
Sigyn's player had chosen the mental void rune. So once she went up in the initiative she could reliably wipe out the entire hand of an opponent; but, she could never get a kill doing that.
There were probably some mistakes with either me ignoring Taunt as the GM or the player failing to Taunt.
Thanks for your reply. I do think the lucky draw of both Rusalki go first, and Vanadis losing her physical runes to possession (so she could never counter degeneration) started the players on the back foot (hands destroyed and under degeneration condition)
There were probably some mistakes with either me ignoring Taunt as the GM or the player failing to Taunt.
Thanks for your reply. I do think the lucky draw of both Rusalki go first, and Vanadis losing her physical runes to possession (so she could never counter degeneration) started the players on the back foot (hands destroyed and under degeneration condition)
Re: Trouble with Rusalki
You were playing full RGS rules, good on you bro!Kraken wrote:Sigyn's player had chosen the mental void rune. So once she went up in the initiative she could reliably wipe out the entire hand of an opponent;
Mental and spiritual damage mechanics are just so rockin' in this new edition.
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Re: Trouble with Rusalki
If the problem was the Mental damage:
During Upkeep, you can split your wyrd into the contingency and in-hand piles to protect at least one of your runes. For example "If the Rusalki hits me with her spell, I blast her right back with my own" or "I use my trusty lunging strike to attack and move farther up onto the shore; follow me if you dare! Muahahaha!".
If the problem was the Taunt:
In Fafnir's Treasure, you can pay 1 rune to ignore the Taunt effect. There are more options if you're playing the full game too. Taunt featured prominently in my group's last fight, and caused us lots of problems. I wish I'd known about the "pay to ignore" feature because then my familiar might still be alive; he did get into the heavens after that fight. Ravens have strange-looking valkyries!
If the problem was the Degeneration:
Rune morphing to the rescue! You can play two Mental or two Spiritual runes as though they're a Physical rune. It's costly, but sometimes necessary. From what you describe though, it was the self-Possession that made things painful in this situation. Your Vanadis could have paid a rune to reduce Possession first, get a physical rune back, and then diminish the Degen. Barter with Spirits would have helped too.
Ultimately, it's probably an 'all of the above' situation. The party certainly needs to work together in order to win. From what you described, you're certainly playing the game correctly! Death is just a matter of time, so make it an epic one
During Upkeep, you can split your wyrd into the contingency and in-hand piles to protect at least one of your runes. For example "If the Rusalki hits me with her spell, I blast her right back with my own" or "I use my trusty lunging strike to attack and move farther up onto the shore; follow me if you dare! Muahahaha!".
If the problem was the Taunt:
In Fafnir's Treasure, you can pay 1 rune to ignore the Taunt effect. There are more options if you're playing the full game too. Taunt featured prominently in my group's last fight, and caused us lots of problems. I wish I'd known about the "pay to ignore" feature because then my familiar might still be alive; he did get into the heavens after that fight. Ravens have strange-looking valkyries!
If the problem was the Degeneration:
Rune morphing to the rescue! You can play two Mental or two Spiritual runes as though they're a Physical rune. It's costly, but sometimes necessary. From what you describe though, it was the self-Possession that made things painful in this situation. Your Vanadis could have paid a rune to reduce Possession first, get a physical rune back, and then diminish the Degen. Barter with Spirits would have helped too.
Ultimately, it's probably an 'all of the above' situation. The party certainly needs to work together in order to win. From what you described, you're certainly playing the game correctly! Death is just a matter of time, so make it an epic one
