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General Tabletop Discussion
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[NEW] some questions re rewards and encounter balancing
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<blockquote data-quote="Morrus" data-source="post: 7440405" data-attributes="member: 1"><p>The game is not designed to require certain amounts of equipment at certain grades. That said, 10K for a starting mission seems very excessive. I'd have gone maybe 1,000 total at the highest end, probably less. But it depends on the feel of the game you're after. Remember that higher quality gear gets a lot more expensive, but they shouldn't be thinking about that at starting grades. Later, upgrading their ship is where money might get soaked up.</p><p></p><p>There's a ton of threads on encounter design here. I should find one of them and sticky it. Basically, the following principles apply:</p><p></p><p>1) Use tactics. There's an extra bunch of dice you can roll if you aim, get good position, crossfires, and so on. Weak enemies can eviscerate strong PCs if one side is being tactical and the other isn’t, and vice versa. The combat system has those tactical assumptions baked in.</p><p>2) Attack weak defences, not high defences. How are their Mental, or Vital Defenses? Use ion or electricity attacks against androids.</p><p>3) Max dice pool equal to the PCs is an easy fight. Two higher is a tough fight. Three higher is deadly. One less can be brushed aside contemptuously and should be used when you want to let your heroes show off and feel awesome. Try to equal the total max dice pool of the party, bearing in mind that any single foe with a MDP three higher will be deadly. I like to use one two higher and fill out the rest with slightly weaker foes.</p><p></p><p>Oh, and double check your players are stacking SOAK right.</p><p></p><p>You’ll be able to eyeball it pretty easily soon enough!</p></blockquote><p></p>
[QUOTE="Morrus, post: 7440405, member: 1"] The game is not designed to require certain amounts of equipment at certain grades. That said, 10K for a starting mission seems very excessive. I'd have gone maybe 1,000 total at the highest end, probably less. But it depends on the feel of the game you're after. Remember that higher quality gear gets a lot more expensive, but they shouldn't be thinking about that at starting grades. Later, upgrading their ship is where money might get soaked up. There's a ton of threads on encounter design here. I should find one of them and sticky it. Basically, the following principles apply: 1) Use tactics. There's an extra bunch of dice you can roll if you aim, get good position, crossfires, and so on. Weak enemies can eviscerate strong PCs if one side is being tactical and the other isn’t, and vice versa. The combat system has those tactical assumptions baked in. 2) Attack weak defences, not high defences. How are their Mental, or Vital Defenses? Use ion or electricity attacks against androids. 3) Max dice pool equal to the PCs is an easy fight. Two higher is a tough fight. Three higher is deadly. One less can be brushed aside contemptuously and should be used when you want to let your heroes show off and feel awesome. Try to equal the total max dice pool of the party, bearing in mind that any single foe with a MDP three higher will be deadly. I like to use one two higher and fill out the rest with slightly weaker foes. Oh, and double check your players are stacking SOAK right. You’ll be able to eyeball it pretty easily soon enough! [/QUOTE]
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[NEW] some questions re rewards and encounter balancing
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