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Players with Guns vs Melee bad guys
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<blockquote data-quote="jezter6" data-source="post: 3117988" data-attributes="member: 6567"><p>Depending on how lethality works (I've never had this kind of situation come up), I may bump the MAS to 15+con bonus+feats.</p><p></p><p>In the game I plan, the 1 big bad will be undead, so no worries about him going down on round 1, but I don't want to have too many foes on the battlefield. You're right though, that any PC worth his salt will have SOME melee skill, or will probably end up dead.</p><p></p><p>Since I'm running d20modern through Ravenloft, which might be too deadly, I was thinking of using the 'Advanced Training' origin from Blood & Vigilance to give the PCs some extra feats to try and compensate...maybe if I give them that with the notion that I pick the feats for them (thereby giving them some melee feats for free) that they would stand a better chance.</p><p></p><p>Not worried about CR and balance, so much as making them competent to not get killed immediately.</p></blockquote><p></p>
[QUOTE="jezter6, post: 3117988, member: 6567"] Depending on how lethality works (I've never had this kind of situation come up), I may bump the MAS to 15+con bonus+feats. In the game I plan, the 1 big bad will be undead, so no worries about him going down on round 1, but I don't want to have too many foes on the battlefield. You're right though, that any PC worth his salt will have SOME melee skill, or will probably end up dead. Since I'm running d20modern through Ravenloft, which might be too deadly, I was thinking of using the 'Advanced Training' origin from Blood & Vigilance to give the PCs some extra feats to try and compensate...maybe if I give them that with the notion that I pick the feats for them (thereby giving them some melee feats for free) that they would stand a better chance. Not worried about CR and balance, so much as making them competent to not get killed immediately. [/QUOTE]
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Players with Guns vs Melee bad guys
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