I'd have said that most (but not all) major badguys
would have between three and five major augments
around the same level of ability their core abilities
are. Most adventurers seem to fit that mould as well.
Another option is just to say "He's got 10W3 with all
augments firing" or "He's got what you shower have got
+20" (for a tough geezer). If you do the latter, don't
tell your players, some of 'em get a bit upset if they
think you're making it up as you go.
Cheers,
Ash
- Rob <robert_m_davis_at_...> wrote:
>
>
> One thing that has cropped up in play IMG is that
> some players scour
> their character for augments and others don't. I
> also find that I
> may add a couple of augments to a Major NPC, but
> because we don't
> have full stats for them (and I don't want to start
> that discussion
> again) I tend to look at the base ability and lump
> another mastery
> or mastery and a half depending on who it is. Does
> anyone else
> follow a similar formula?
>
> And the sample resistances I take to represent a raw
> un augmented
> ability. Is that the general consensus?
>
> I guess the pitch I am for is that the players have
> enough masteries
> to blow away the minor guys and of course the
> masteries cancel when
> they go up against major NPC's giving a nicely
> scaled conflict.
>
> Regards
> Rob
>
>
>
>
>
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