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Players with Guns vs Melee bad guys
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<blockquote data-quote="takyris" data-source="post: 3121003" data-attributes="member: 5171"><p>Clarification: Modern-modern or Victorian-modern?</p><p></p><p>In Victorian-modern, ammo is a much larger concern -- a few rounds of combat, and they're out.</p><p></p><p>If you're fighting a vampire, the first thing I'd have that vampire do is come in via gaseous form or invisible or bat-form or something and then pop into normal form and attempt a disarm. With a vampire's strength bonus, that disarm check has a decent chance, and if it succeeds, voila. No more gun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If you've got undead bad guys, your three friends are darkness, darkness, and darkness. Anybody who lights up a lantern is a nice big target, and the undead can see just fine in the dark. This gives you the classic "circle of heroes in the light with undead closing in from the darkness" feel.</p><p></p><p>This is all pretty high-level stuff, but if you can give more detailed information on the campaign world, I can probably help you make the fight challenging. I've dealt with this in a few different games with varying levels of magic and firearms.</p><p></p><p>It all really depends on how you want the game to feel. If you want swashbuckly, then you let the players blast a lot of bad guys with guns and use most of their ammo before the big bad villain even shows up -- and then you give him high enough DR that they need a good damage roll to hurt him at all. (DR10, for example, in a game where guns do 2d6 base.) If you want a horror-feel, then you put in lots of cover and darkness so that the kicker isn't the bad guy's DR -- it's not knowing where he is or when he's going to rise from the shadows and snap somebody's neck. If you want a more game-y feel (which isn't bad), you have the bad guy fight smarter and use illusions or decoys to get the PCs to waste ammo, and you DEFINITELY have minions swarm in and surround the PCs so that if they DO fire, they're taking AoOs all over the place while doing so.</p></blockquote><p></p>
[QUOTE="takyris, post: 3121003, member: 5171"] Clarification: Modern-modern or Victorian-modern? In Victorian-modern, ammo is a much larger concern -- a few rounds of combat, and they're out. If you're fighting a vampire, the first thing I'd have that vampire do is come in via gaseous form or invisible or bat-form or something and then pop into normal form and attempt a disarm. With a vampire's strength bonus, that disarm check has a decent chance, and if it succeeds, voila. No more gun. :) If you've got undead bad guys, your three friends are darkness, darkness, and darkness. Anybody who lights up a lantern is a nice big target, and the undead can see just fine in the dark. This gives you the classic "circle of heroes in the light with undead closing in from the darkness" feel. This is all pretty high-level stuff, but if you can give more detailed information on the campaign world, I can probably help you make the fight challenging. I've dealt with this in a few different games with varying levels of magic and firearms. It all really depends on how you want the game to feel. If you want swashbuckly, then you let the players blast a lot of bad guys with guns and use most of their ammo before the big bad villain even shows up -- and then you give him high enough DR that they need a good damage roll to hurt him at all. (DR10, for example, in a game where guns do 2d6 base.) If you want a horror-feel, then you put in lots of cover and darkness so that the kicker isn't the bad guy's DR -- it's not knowing where he is or when he's going to rise from the shadows and snap somebody's neck. If you want a more game-y feel (which isn't bad), you have the bad guy fight smarter and use illusions or decoys to get the PCs to waste ammo, and you DEFINITELY have minions swarm in and surround the PCs so that if they DO fire, they're taking AoOs all over the place while doing so. [/QUOTE]
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