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YMMV / Knights of Pen and Paper

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  • Difficulty Spike: The random encounters at the final dungeon of the main campaign throw groups of 5 or 7 of one of the toughest enemies in the game. There is a clear gap of difficulty between those guys (plus the occasional lv70 dragon on the same dungeon) and the previous quests. Then when you get to the final boss, possibly being lucky to avoid all the encounters, you'll find out he's much easier to deal with!
  • Game-Breaker: The fact that you can equip identical pieces of equipment comes in handy with smithing. If you equip 4 Horse Shoe Amulets you can give yourself a hefty 20% bonus to a character's smithing rolls, and then use every luck-boosting item and piece of equipment you have to make it an almost guaranteed success.
  • That One Level: Dungeons in general. You have up to 10 rooms to traverse, with the key to the boss room randomly appearing in any of them, and mobs almost always appear either at or close to the maximum possible number of enemies. Being able to rest and recover some HP/MP is also wholly dependent on a die roll which doesn't even completely refill you, or getting enough Experience Points to Level-Up Fill-Up. Even going in overlevelled doesn't prevent it from being an ordeal every time. The Frozen Dungeon in particular is especially brutal, as every single enemy is an Elite Mook which can't be stunned or put to sleep, and they spam Deep Freeze with unbearable frequency.
  • That One Sidequest: The quest to unlock the Knight class. Four waves of increasingly powerful monsters, at a point where you're likely only half the recommended level. Proper planning is a must.

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