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Deciding Specifics for a Challenge Run

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Eh, thought I'd throw this out there just to get some opinions. So, I'm going to do an Ironman with no DP and Monestary on Hard Classic. But I haven't decided on a few details, so I'd like to hear what everyone thinks.

VW or AM? I do not have a preference either way.

Should I allow the use of paralogues? Should there be restrictions?

Should I allow the use of goals, or set them to useless skills?

The idea is to make it challenging as well as fun, and to feel completely unique from how the game is typically played. I've done every route several times, and while Maddening's fun, I just want a different experience. Feel free to make other suggestions as well.

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VW or AM: Whichever class you feel better about letting die lol

Paralogues: I say yes because it gives your students more opportunities to die, but if you want a greater challenge I guess you could skip them and have them die on normal story maps. But I think paralogue maps are generally more difficult.

Goals and useless skills: Again, depends on just how challenging you want it. You could try to tailor your tutoring around weird budding talent builds instead of their traditional class builds (I might try doing this myself). Gives you an interesting alternate avenue to explore with units you're already familiar with.  

Edited by Crysta

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Male characters can only go barefist and female characters can only heal the males. Maybe subvert gender roles and do it the other way.

Edited by NolanBaumgartner

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Try doing an AM run with Dodge-tank Bishop Byleth, Dancer Dimitri, Magic Bow Mercedes, Warrior Annette and War Monk Dedue as your healer if you have DLC access 🙂

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Challenge run idea

Battle rule: cannot use gambit at all, cannot use divine pulse

Action rule: cannot use cooking together at all, cannot use sharing a meal at all, cannot use seminar at all

 

Edited by AC6

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If y'all are going to make it a challenge, at least put some thought into it.  ;/

- D rank battalions that deal damage or lower.  If a battalion doesn't fulfill both conditions, they're out.
- No battalion, no deployment (takes effect after you can purchase battalions).  If it's a forced deployment, then they stay off to the side and don't participate in battle.
- One forged weapon per level and type. For example, if you want to forge an Iron Sword, you can't forge another E-rank sword (like the Rapier, Training Sword, or another Iron Sword).
- One class type per deployed student (doesn't kick in until intermediate classes are unlocked). Forced deployments follow the same rules as the the lack of battalion.
- Fifteen optional battles (pre-timeskip) and eight (post-timeskip) total, at most, with a 10-turn limit on them.  Whether these are paralogues, monster hunts, or gold trawling is up to you.
- If you really want to tear your hair out, everyone's endings are either unpaired or platonic.

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29 minutes ago, eclipse said:

If y'all are going to make it a challenge, at least put some thought into it.  ;/

- D rank battalions that deal damage or lower.  If a battalion doesn't fulfill both conditions, they're out.
- No battalion, no deployment (takes effect after you can purchase battalions).  If it's a forced deployment, then they stay off to the side and don't participate in battle.
- One forged weapon per level and type. For example, if you want to forge an Iron Sword, you can't forge another E-rank sword (like the Rapier, Training Sword, or another Iron Sword).
- One class type per deployed student (doesn't kick in until intermediate classes are unlocked). Forced deployments follow the same rules as the the lack of battalion.
- Fifteen optional battles (pre-timeskip) and eight (post-timeskip) total, at most, with a 10-turn limit on them.  Whether these are paralogues, monster hunts, or gold trawling is up to you.
- If you really want to tear your hair out, everyone's endings are either unpaired or platonic.

I had considered the battalion rule myself, but I feel like, while challenging, wouldn't be as fun to play. That said, it is certainly interesting, so I think I will implement it. And everything else you've suggested seems just fine. I had actually considered no forges or repairs myself, but I like your idea much more.

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I would still do Paralogues. That way, losing each character is worse, since you lose out on their paralogue, too.

As for batallions, how about you can still use them, but you can never replenish them? Or, if you replenish one, you have to permanently dismiss another?

Another challenge is to treat spells like combat arts, and only allow your magic users to use three types of spell per map.

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2 hours ago, Jayvee94 said:

One simple challenge is banning broken classes:

  • Wyvern Lord
  • Bow Knight
  • Falcon Knight

I agree. A fun challenge would be to limit classes so that you still have a degree of specialisation, but avoid making everybody a WL and break the game.

Intermediate classes only for most characters, and special classes for units that really need them (Dark flier annette/Flayn)

 

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Challenge run idea 2 (harder version)

Battle rule: cannot use gambit at all, cannot use divine pulse

Action rule: cannot use cooking together at all, cannot use sharing a meal at all, cannot use seminar at all

Class rule: cannot use the following classes: Wyvern lord, Falcon knight, Barbarossa

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Paralogues and optional battles are allowed, but any character (including Byleth) can only participate in one per week. Effectively, you can only do one paralogue per week.

Everybody must be recruited and at least level 30 by endgame.

Battalions and adjutants must match character's movement (no horses to infantry, no infantry to horses).

Edited by paladin21
Are battalions and adjutants rules

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When it comes to these, I tend to focus on disabling things that make the game less fun for me. As such, my own "challenge" rules include

-no rewinds after character deaths - Divine Pulse is allowed, but death cannot be undone.

-no trading around equipped items on a unit that already moved

-gifts may only be given to characters that have less than full motivation

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Well, I've nearly reach timeskip on VW. I'll detail what I've chosen.

Hard/Classic

No Divine Pulse

Gambits are forbidden

D or lower battalions

Ten optional battles total

No more than one unit to a class

No Monestary save for collecting quest and Arena

 

As for progress, I've lost both Leonie (archer) and Hilda (pegasus) to some negligence on my part. Some units are really taking off now, like Fortress Knight Balthus and Dancer Yuri. Dark Flier Lysithea is too strong, might put her in a weaker class.

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Why not try off the wall class choices? Like Leonie gets physic in her white magic so make her end goal something that can use magic for example?

edit: didn’t notice you had already started. Maybe for a future game?

Edited by iavasechui

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3 hours ago, iavasechui said:

Why not try off the wall class choices? Like Leonie gets physic in her white magic so make her end goal something that can use magic for example?

edit: didn’t notice you had already started. Maybe for a future game?

Yeah, I plan to eventually do a run using the worst possible class for each unit that I can think of.

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Not so much a challenge, but interesting handicaps you can follow:

  • Weakness run: Can only train characters in what they're weak in. Thus, they have to promote characters into classes that specialize what they're weak in. (Think Dark Knight!Caspar and Swordmaster!Mercedes, for example).
  • Color run: Can only use colors that go with the house color in their generic armor design. Since there may not be enough characters wearing that color, you can use similar colors as well. For example, Felix will always have blue armor regardless of class. Meanwhile Sylvain has black armor. You can use Felix in AM because Blue is the Blue Lions color, but you can't use Sylvain because his colors don't go with it. CF colors [Red, White(bc it has red accents), Maroon(appears brown on men, pink on women), Purple, Black]. SS colors [White, Red, Maroon] AM colors [Blue, Green, Purple] VW colors [Yellow, Green, Maroon].
  • Heritage Run: Characters have to use weapons that reflect what their country is known for. Want more diversity? Gotta recruit other students. Adrestian students should train in magic and be in a magic wielding class. Faerghus students need to be in a class associated with knighthood (calvary and armor knights), and Alliance students need to be in a class that specializes in bows (archer and thief class lines). Foreign students (Petra, Dedue, and a very obvious VW character) don't necessarily have to follow this rule, BUT they need to be in a class that their country may be associated with. You never fight a Brigid character other than Petra, and she comes as an assassin usually. IIRC she mentioned that flying mounts like wyvern are not seen in Brigid, so she can't be a flying class. You do fight people from Duscur, and they're usually brawlers or brigands. You can pick either class for Dedue. For the certain VW character, they meet the regulation of both heritages in their canon class. Byleth, Shamir, and Anna are free units (well Anna isn't technically free, but you know what I mean), since Dagda doesn't have a set heritage class that we know of and Byleth is a mercenary with no strong ties to any one nation in particular. Remember that the faculty has origins too! This may not be too hard since most house members are good/neutral at what their house does, but you're going to want to drop the weaker characters off and exchange them for characters that will come with a different class. If you want to place further restrictions on yourself, put a recruitment cap or max character cap. In general, most playthroughs don't need more than 15 characters, so that's usually a good cap to set it.

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