Corbon said:
Dashakan said:
You can kill 2 in a turn, as someone pointed out (was it you?) it was hyperbole, there are plenty of turns I find I can kill 2 heroes, usually after the heroes have a particularly bad turn, or the turn I spawn silver Eldritch. (which if you recall is what prompted this whole conversation, that getting silver monsters early puts the heroes at a serious disadvantage). The OL should expect 2-3 kills per dungeon level, could be less if the the heroes have that magic combo that I mentioned (skills/items/feats with certain map) or could be more. However, the heroes would be smart to run from the get-go if the OL can reasonably expect to get more then 3 kills, that I agree with.
The main point I am conveying, is that while I have been accused of making wild claims (2 kills per turn, which was an exaggeration) some people here ACTUALLY think you can get off a dungeon floor in 1-2 turns, which is not mathematically possible. That is all.
This conversation basis has consistently shifted, mostly accidentally.
Mostly, those people (clear a level in 1-2 turns) were thinking Gold or late Silver levels, when it is not only possible, but easy (particularly when Telekinesis was part of the package, which it no longer is).
To a lesser extent, even by mid bronze, if the secret training is the first upgrade the heroes aim for, and they play smart at the start before the OL has upgraded a category to silver (ie a good solid blitz strategy), it may not be possibly to 'clear' a level in 1-2 turns, and continue, but it is possible in 3 turns (which is just 2 OL turns), and although that may still be uncommon it is quite easy to often clear a level of significant threats in 1-2 turns, while preventing spawning for the couple of turns longer it takes to finish off the level completely. It is rare to lose more than 1 hero doing this - the OL just doesn't have the resources to do more on a first level usually. Then you get a second level blitz risking just a single 2CT character to gather a Chest (either treasure(s) or a CT back anyway (and probably a potion or two which is also important), and cash) or/and a glyph. Astarra is a legend here and a first choice character every time for me. Running, with a power pot, she gets 19 MP to start with and only needs to get within 3 spaces to gather the glyph CT. Even Advancing she can using 14 MP and have an attack to clear a monster off the chest.
I have at home (on another pc where, unlike at work, I can access more than just rules pdfs) a sample dungeon level created just for you. I'll post it tonight if I get an opportunity to finish it. I randomly pulled #37, set up a starting party (quite a good one actually, a good draw of heroes and skills) and followed a step by step move. This, btw, is a starting hero party with no bronze treasures at all.
At the end of OL turn 1, the heroes lost 1 3CT hero and another was wounded, but the heroes were in a very good position. I haven't run through turn 2 yet, but I expect the heroes to clear all the monsters except the boss, have made enough progress on the boss so that turn 3 should see the boss dead and the heroes shouldn't lose anybody killed by the boss. There will be effectively no spawn spots at all. Finishing the level properly will take some time because three heroes can completely nullify spawns on this level (one is kirga, rendering the rubble block ineffective for spawning) so only traps will be a concern, yet it will take time to ferry the prisoners out. At the end of the level I expect the score to be 7-3, maybe 7-5/6 to the heroes, depending on how many traps the OL draws and how effective they are. And that is with no feats at all.
Now, I don't think anybody is arguing with the position that the OL become a lot more effective once he has a silver upgrade. However, by that stage the score should be around 25-25 and the heroes should probably be heading for secret training already (mostly to get fatigue upgrades). And 3-1 even from there is just silly. That means the heroes are losing 4-6 heroes (15CT) on each of the first and second levels (5CT per level for the heroes, minimum - and they should rarely do third levels unless they have aced the first two and/or need to keep map position for some reason).
In summary, I still think your (Dakashan) claims of 3-1 minimum CT proportions and 2 kills per turn have been hyperbole, from a world view possibly largely caused by inefficient hero play. Really, since it is the heroes who control the CT progression, it
has
to be bad hero play rather than good OL play (which does not in any way mean that good, or even great, OL play is not going on).
Some of the counter claims, while appearing to you to be hyperbole, have merely been claiming against the wrong standard, IMO. However, even against the wrong standard, they do have an underlying basis of principle.
Only one person was talking about anything beyond copper as far as I can tell, an indicator is the amount of fatigue listed in some examples (no secret master training.)
In your example there are a couple variables like which monster spawns and where. There is no way the heroes can cover all the LoS (including Kirgas ability) if the monsters were spawned in the best positions. This allows the OL to make a spawn, potentially kill another hero, and since the heroes have to actually walk the villagers out, they will either have to give up some LoS, or have one hero make 2 trips, which will give the OL that much more threat for the next floor, or the heroes flee. Also I doubt that with shop items the heroes can kill the leader that fast, he is a pretty nasty one. Also the potential for web on that map, combined with trap potential could cause LoS loss and an additional spawn.