Super Mario RPG Restricted Weapons/No Deaths Run - Rose Way

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Published on ● Video Link: https://www.youtube.com/watch?v=R32dHRy6_rw



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General rules on playlist:
https://www.youtube.com/playlist?list=PLO2o0_k4kOryI-6ur48Q1fjPRv3waRk57

New relevant rule:
-Weapon general restrictions per character: max allowed ATK increase = 10 + (max possible ATK increase - 10)/2 (the main point of this challenge; note that I will make an exception for this in the next part because I actually do have to due to the involved boss's alarming DEF stats)

Don't ask me how we survived Belome's bane. We just did because we're the heroes. And no, we don't get an explanation that even doesn't chalk up to cartoonish endurance.

There's a couple of Shy Guy encounters here that block off a Frog Coin, and no other battles needing to be entered for treasure or completion. What we have are just mook encounters involving Shy Guys being a bit durable, and the likely accommodating Starslaps potentially using Recover if allowed to run around. There's honestly not much to say beyond how this battle would be foreshadowing that some later boss battles will have mage targets, and by the way, those battles wouldn't be broken by the remaster's physical attack AoE edition; instead, vets would just get an engaging option. Also, most of the part after is showcasing about Rose Way and Rose Town.

What I do want to talk about is the Restricted Weapons rule, namely that I'm restricting what weapons I may use. This is because weapon Attack boosts get high enough, eventually providing higher values than the attack Specials' Magic Power values. The highest Magic Power from any Special is 65, and the highest from a single target attack Special is 60, in contrast to most of the characters' strongest weapons having above that, although the 2 weapons I would be strictly banning are the only ones above 70 points.

The point is that magic attacks, especially single-target, eventually become more dependent on the enemy target having either a weakness to an involved element, or significantly less Magic DEF than Physical DEF. The FP cost is still there too, so using them is still expending resources.

My challenge here is to see if I can avoid milking this. I will end up with nobody having a weapon that boosts Physical ATK by more than 50 points, and that's if I even find one given weapon necessary for a particular segment (I shouldn't), because if I don't have to, the that would place the maximum at 40 points, the same as a 3 FP single-target attack Special of an upcoming character who BTW is supposed to be a Glass Cannon. (Said Special does have good scaling, so let's give that attack credit where it's due.) At the very minimum, this can showcase how bad attack Specials have it where things stand.

Please note that there will be necessitated exceptions to this as well. The very next boss is in fact going to force an exception. I'll also be involving some other exceptions.




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Super Mario RPG
Rose Way



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