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<blockquote data-quote="Kalis" data-source="post: 5454753" data-attributes="member: 64720"><p>Advice for a new DM:</p><p></p><p>It may seem like your players are really powerful compared to some of the soldiers in the book, this is intentional.</p><p></p><p>The creatures in the book don't really have some stock fantasy villains such as orcs, a grendel can substitute, but you may want to look over monster creation and come up with a few ideas. Always help your summoner players with creating the monster.</p><p></p><p>Damage can really pile up when a person(npc or pc) is ganged up on. The multiple defense penalties can really murder you. Advise your more heavily armored characters of the soaking a hit option. Normally if you get beat on initiative and get attacked, if you get hit(regardless of whether the attack does damage or the armor absorbs the blow) you get basically stunned for the turn and can't take any active actions(attacking, casting a spell, full movement etc.). Soaking it halves your defense, but you can still hit afterward, a godsend for slow tank types.</p><p></p><p>Volley attacks and range attacks in general on pc's are brutal at low levels. My brother was also a big fan of the ambush by musketeers option early on. It was horrific. Until a person has inhumanity, they don't actually apply any defense against gunpowder weapons, just the d100 throw to account for luck.</p><p></p><p>Take a hard look at any spells they take. If I had wanted to, I could have started the game picking a free access spell called Physical Immunity. For an initial Zeon investment of 200 or so and then 10 zeon per day afterward, my illusionist would be immune to non energy based attacks. Also, while magic is very versatile, without really pumping Magic Accumulation it comes out very, very slow, and takes forever to recover.</p><p></p><p>Money is essentially worthless after the initial purchase stage, the really top of the line gear is all basically unbuyable with money. +10 is about as high as I would let weapons be purchased, and only in a major metropolis or on request and supply of the material to a master blacksmith. The trinkets for Magic Users and Psychics are basically artifacts, which makes them unbuyable. Most power comes from the character.</p></blockquote><p></p>
[QUOTE="Kalis, post: 5454753, member: 64720"] Advice for a new DM: It may seem like your players are really powerful compared to some of the soldiers in the book, this is intentional. The creatures in the book don't really have some stock fantasy villains such as orcs, a grendel can substitute, but you may want to look over monster creation and come up with a few ideas. Always help your summoner players with creating the monster. Damage can really pile up when a person(npc or pc) is ganged up on. The multiple defense penalties can really murder you. Advise your more heavily armored characters of the soaking a hit option. Normally if you get beat on initiative and get attacked, if you get hit(regardless of whether the attack does damage or the armor absorbs the blow) you get basically stunned for the turn and can't take any active actions(attacking, casting a spell, full movement etc.). Soaking it halves your defense, but you can still hit afterward, a godsend for slow tank types. Volley attacks and range attacks in general on pc's are brutal at low levels. My brother was also a big fan of the ambush by musketeers option early on. It was horrific. Until a person has inhumanity, they don't actually apply any defense against gunpowder weapons, just the d100 throw to account for luck. Take a hard look at any spells they take. If I had wanted to, I could have started the game picking a free access spell called Physical Immunity. For an initial Zeon investment of 200 or so and then 10 zeon per day afterward, my illusionist would be immune to non energy based attacks. Also, while magic is very versatile, without really pumping Magic Accumulation it comes out very, very slow, and takes forever to recover. Money is essentially worthless after the initial purchase stage, the really top of the line gear is all basically unbuyable with money. +10 is about as high as I would let weapons be purchased, and only in a major metropolis or on request and supply of the material to a master blacksmith. The trinkets for Magic Users and Psychics are basically artifacts, which makes them unbuyable. Most power comes from the character. [/QUOTE]
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