From: | dbuehrer@****.org (David Buehrer) |
---|---|
Subject: | Re: Speed Kills (was Low Powered...) |
Date: | Wed, 12 Jun 1996 08:17:25 -0600 (MDT) |
|
[snip: wonderful example of how to reign in players' access to toys]
|
|To my experience, and I've reached
|a consensus on this with all the people with whom I've ever played SRII, in
|terms of combat, regardless of skill level (kinda), speed is what
|influences combat the most. This if often true in any scenario, and I'm
|not just talking about the SRII game system. But it can get a bit outta
|hand in the SRII game system (my opinion, I know this'll spark a big
|debate). what is the point of developing a character when all you really
|need to be combat effective is a smartlink, Wired refs 3 (or move by wire),
|muscle aug 4, enhanced articulation, and an adrenal pump (level 2)? That's
|a reaction (assuming quickness and Intelligence of 6) of 20+4D6.--Gakk.
I agree that speed plays a major factor in SRII combat. All of my
players have allready figured that out and each PC has at least some
form of enhancement. But, it's really easy to equalize. Just throw a
large number of opponents at them (4:1 or better). If you use enough
they don't even have to be all that good (the most fun I had when
playing AD&D was surrounding experienced PCs with an army of Kobolds).
The other equalizers are armor, cover, perception and range. If you
can't hit your opponent(s), or don't know where he is, then it doesn't
matter how fast you are.
And, IMHO, the best way around the speed freak is to eliminate that factor
from an adventure. Don't make combat an issue.
I'm not saying that you shouldn't let the speed characters have fun by
letting them chew up the opposition from time to time. I'm just saying
that it isn't cut in stone that speed rules.
BTW, my favorite trick is to use manifesting critters. It eliminates the
use of the sams' weapons and they have to go hand-to-hand and rely on
willpower instead of skill. Plus, the critters are fast and pretty magic
resistant too.
-David
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