Jinren wrote:Anyway the talk of an "enforcement council" indicates that there probably isn't any fixed structure outside of the ones people willingly subscribe to. Although Jojo's description of the pyramid as "illegal" is interesting. Did he invent that on the spot or did Erflings actually think of /try a whole bunch of these tactics in the past?
I call BS on a structure around your own portal being somehow "illegal." It harms no one else, and only serves to cut your own casters off from the rest of the MK. I think this is just an example of carnymancers being slick talkers who can convince people to do things that aren't necessarily in their own best interests, like pay to play another carnival game which is heavily weighted towards the booth operator.
Joe Dirt just up and acted, after all. That's not much of a "council", is it?
0beron wrote:Think of all the ways casters can render a unit ineffective. Predictamancers see the future and never miss, [...]
Not quite. Predictamancers can see the future, and that allows them to await the best time to attack. But the wait also allows the opposing forces time to act, and it's also possible that the future never contains the chance of a hit, such as when Delphie saw no future in which the single tower spell would hit Olive. If Jillian hadn't considered striking the broom Olive would have flown away untouched.
Zeku wrote:Casters do not have meaningful combat stats, and the MK has no normal troops at all. Parson is smart enough to prioritize attacks against anything that can summon a combat unit.
Then I dispute your idea of "meaningful". Maybe their "I hit you with a sword" Combat score sucks, but that alone does nothing to indicate how useful they are in a fight.
I agree with Zeroberon. This isn't D&D and we shouldn't be comparing casters in Erfworld to casters in D&D (although depending on how much you allow your D&D casters to wreck the game by combining their various splat book abilities, it may be a valid comparison). Ace was pretty buff, after all, and the carnies didn't seem to have any reluctance to start throwing punches and mixing it up. Their weaknesses in this situation may primarily be psychological, the sheer shock at seeing so many troopers in the MK, a thing which has never happened before, their relative disorganization when compared to any sides units, and the fact that regardless of whether they retain their casting ability when decrypted, every one of them which falls rises to fight for Parson and company. Oh, and a sword never runs out of ammo, but a caster does run out of juice.