Hey, this has been a fun read and I love to see more card-based RPGs out there. I'm confused about something though. If the PCs are up against a villain NPC, is the only way to defeat them to keep sending them into the negatives until the Story Deck draws double aces for the System Critical draws? Unless they have the weapons/ability to reduce all their stats down to 0? I know it explicitly says that villains use the same damage mechanics as Aces, but this seems to make them incredibly durable.
Hi there! Glad to hear you enjoyed reading through it. Great question about villains. I’m under a deadline for my day job, and will give you an answer as soon as I can. Just didn’t want you to think I was ignoring this.
Hi, Alexander. I finally had time to go back and remind myself what the exact rules were regarding the villains. So, rules as written, if the NPC has a villain tag, then yes, they follow the same damage/condition rules as PCs. I agree, this can make them pretty tough. However, the most commonly applied damage from weapons is Chassis damage, so it should be possible (not easy, but possible) for the PCs to send a villain into negative Chassis repeatedly until they hit system failure.
Thankfully (for the PCs), only two stock foes have the villain tag (Apostles and Boilermakers), and then the 3 main baddies in the included adventure. I wanted the main big bads to be tough to take down. That's the DM in me who gets frustrated when a party takes out the main villain too easily.
That being said, I agree it's probably too hard as written. If I do an update (and this is a game I've been meaning to get back to at some point), I would probably come up with some other solution for making the villains challenging without using the PC rules. In the interim, you could certainly house-rule this if you play and say villains must be knocked to zero on a stat X number of times before they're destroyed.
I hope this helps. Let me know if you have any questions or suggestions for improving the game.
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Hey, this has been a fun read and I love to see more card-based RPGs out there. I'm confused about something though. If the PCs are up against a villain NPC, is the only way to defeat them to keep sending them into the negatives until the Story Deck draws double aces for the System Critical draws? Unless they have the weapons/ability to reduce all their stats down to 0? I know it explicitly says that villains use the same damage mechanics as Aces, but this seems to make them incredibly durable.
Hi there! Glad to hear you enjoyed reading through it. Great question about villains. I’m under a deadline for my day job, and will give you an answer as soon as I can. Just didn’t want you to think I was ignoring this.
Hi, Alexander. I finally had time to go back and remind myself what the exact rules were regarding the villains. So, rules as written, if the NPC has a villain tag, then yes, they follow the same damage/condition rules as PCs. I agree, this can make them pretty tough. However, the most commonly applied damage from weapons is Chassis damage, so it should be possible (not easy, but possible) for the PCs to send a villain into negative Chassis repeatedly until they hit system failure.
Thankfully (for the PCs), only two stock foes have the villain tag (Apostles and Boilermakers), and then the 3 main baddies in the included adventure. I wanted the main big bads to be tough to take down. That's the DM in me who gets frustrated when a party takes out the main villain too easily.
That being said, I agree it's probably too hard as written. If I do an update (and this is a game I've been meaning to get back to at some point), I would probably come up with some other solution for making the villains challenging without using the PC rules. In the interim, you could certainly house-rule this if you play and say villains must be knocked to zero on a stat X number of times before they're destroyed.
I hope this helps. Let me know if you have any questions or suggestions for improving the game.
Best,
TS
Got it! Thanks for the reply :)