Chaseing the Dragon |
Chaseing the Dragon |
Oct 6 2006, 03:03 PM
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#1
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Moving Target Group: Members Posts: 133 Joined: 8-September 05 Member No.: 7,718 |
OK, so I am prepareing to run this module (modified to Seattle) for my regular gaming group. Overall, I have found several of the SR Missions for 4th edition very well done, with a few notible mis-steps. My problem here is that I have a team where the average member has about 100 karma on them.
They allready played "the grab", and wiped out Mr. Frost and his team, so the oposition at the end will be the black cats. Problem is, I can't see the cats lasting a full round, even from an ambush against my team. Heck, the Triad gang members are going to be MUCH more of a threat then that group. The Samuari is the only one to worry about, since she is the only one with multiple actions. The face is not a compat threat, rolling only about 9 dice for pistols. The whoever she shoots at will simply dodge on the first pass, then blow her away with an assault rifle. The weapons specilist may be able to snipe someone, but a spirit will deal with her PDQ. The shaman has 4 spells, and a not-so hout magic rateing. Our mage with 9 dice of counterspelling (11 vs. combat spells!) will render her totaly ineffective. Clearly, I need to kick this tea up a notch. Anybody got any sugestions that might make this an actual fight, and not a one-sided slaughter? |
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Oct 10 2006, 05:52 AM
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#2
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Moving Target Group: Members Posts: 100 Joined: 10-March 06 Member No.: 8,355 |
send in the tir ghosts
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