RE: Re: Starting Abilities + Augments

From: Mike Holmes <homeydont_at_...>
Date: Tue, 03 Feb 2004 16:17:24 -0600


>From: jessedn_at_...

>Something to consider (well at least that I consider), is that
>oftentimes NPCs are going to have these sort of augments too. Maybe
>not quite on the level of the PCs, but they still will be present. So,
>especially for the more important antagonists, it all balances out.

True, but here's a little secret. I don't stat out opposition characters. Basically I just rate them in terms of a TN. And mostly on the fly, too, after I see what the PC can bring. Brand's announces that his guy has a total of 10w2 in a fight? Then his opponent just happens to be a 5W2, because I think that sounds about fun (challenging, plausible, dramatic, whatever). Where does that 5W2 come from? Oh, it's probably from some ability, and some augments. Doesn't really matter. Nobody really cares what the other guy has. It's really only what the PCs have that matters in 95% of cases.

Once they've seen the NPCs TN, it'll likely stay the same for consistency should he return - though I may change it rationalizing differences in situation, or improvements he made from observing the last beating the PCs gave him. The only time I stat out an NPC is if the players seem concerned about the levels to the extent that the NPC is obviously becoming an arch-villain or something.

Makes life sooo much easier. In the end, it's the same result. You're looking at the PC sheets, finding out what all of the abilities and augments add up to, then making bad guys who have a TN that's appropriate to the conflict by giving them appropriate abilities and augments. In the end we both end up with an appropriate TN. Mine just doesn't take any work, and can be changed on the fly if the PCs don't decide to confront the opposition in the way I expected (in fact, I never know how they're going to do so, so knowing what's "appropriate" before hand is, to me, impossible).

Mike



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