Re: Challenging PCs in combat

From: Roderick and Ellen Robertson <rjremr_at_...>
Date: Fri, 22 Jul 2005 10:16:21 -0700

> So I've got this big party of PCs all with one-mastery
> hihgest abilities (some of them are in the high one
> mastery range.) Only three or four of them are main
> combatant people. But they can cobble together so
> many augments that it makes it hard to find creatures
> to challenge them. I can toss large lunar patrols and
> Uz raiding parties, broo and scorpion people at them
> but I'd also love to have some groups (or even single)
> high-challenge creatures that they would all have to
> fight together.

> In a more general sense, what's the general difference
> between a one mastery combatant and a two mastery
> combatant? is it as simple as 2 W1 folks equal 1 W2
> person, or is it more um... geometric?

The rule of thumb that was come up with long ago in the HeroWars days is that a mastery advantage allows you to fight 5 lesser foes. I'm sure people have done more detailed analysis since then.

To make a contest more equal (along with what everyone else has said).

Swamp the heroes. Sure, if they all put their augments on one guy (SWAT team), that one guy can take out someone much more powerful. But if you have enough foes that each heroe is under attack from 3-6 enemies, they'll be too busy saving their own butts to worry about augmenting someone else. And remember that the SWAT team can be used by the enemy! If each hero is faced by six weaker villains, but the villains are SWAT teaming... This is a good tactic for broos or trollkin or other swarming enemies.

Have them faced by an enemy heroband similar to a regular PC party. Heck, you can even do a full mirror of their character sheets and change the names around. If it works in the comics, it will work in Glorantha.

Hit them with a capital-H Hero (min 10w3 in his best abilities). And remember that heroes don't travel alone. He'll have followers to boost him and to deal with many-on-one attacks. Heroes often have bosom buddies: of still-high-but-not-heroic abilities. Think Gilgamesh and Enkidu, Roland and Oliver, Xena and Gabrielle. Few heroes are truely alone (Some monsters are, of course...)

Remember that any of these tactics works just as well in any situation, not just combat. Work in contests of bargaining, arguing law, or asking for aid. Don't always play to the player's strengths. Look for weaknesses on their character sheets and think of ways to invoke those. As some people have said, any ability is as much a flaw as an advantage - a high Sword ability might get a hero challanged by some swaggering kid (the old "Fastest Gun in the West" sydrome) or ambushed by dastards, while "Bloodthirsty" is great in the middle of battle, but terrible in front of the king.

RR
C'est par mon ordre et pour le bien de l'Etat que le porteur du pr�sent a fait ce qu'il a fait.
- Richelieu

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