QUOTE (BlueMax @ Feb 27 2008, 05:21 PM)
I think an important factor here is "running firefight". None of the characters in my game are overly built, the most powerful throws a 10 dice pool in HTH, and yet still fights either last one round or very few rounds.
By running firefight I meant pretty much any typical firefight that isn't a noon duel or an ambush.
A 10 dice pool in HTH isn't bad by any stretch, HTH tends to have slightly lower dice pools than Ranged Combat but it also has less modifiers (same with Spellcasting). Melee combat artists (non-adepts) particularly those using the Martial Arts rules in Arsenal typically have pools in the 10 to 15 range. Adepts and other specialists with min-maxed builds can go as far as 20 (with a couple of hyperspecialists going higher).
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one way or the other, most of the fights start without cover, or smoke, and lighting problems (or they have been mitigated). The party acts to ensure that they eliminate the most threatening of targets first, and by that I mean they coordinate to make sure that attacks culminate in enemies down and not wounds. If one or more of the mages gets a good initiative roll, its sometimes over before the baddies get to react.
Again this depends immensely on the situational modifiers. If both parties have some sort of cover then and we're talking average visibility modifiers your magician should be taking at least a -5 or -6 modifier to his dice pool ( If the targets have full cover they can't even be targeted by direct combat spells). If, as you mention, these are not optimized builds that's a pretty big hit for someone who's probably throwing between 10 and 14 dice. The PC's dice pool will probably be in the 5 to 8 range and his average successes come down to 1 or 2. That means that the NPCs need only 1 or 2 successes for the spell to fizz. Average Joe Security guard with 3 Willpower still stands a chance, if there's a mage present he gets to add that Counterspelling (don't forget each NPC adds the full amount), and there's always Group Edge to boost that spell resistance dice pool (Edge is there to be used by both sides like you used to use Combat Pool, don't forget to use it).
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The problem I have found is that if I include too many enemy mages, its over all too soon.
If you want to reduce the effects of magic have the NPC magician cast a protective mana barrier spell in front of his cohorts. It does wonders even without overcasting and can even hold off spirits.
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Adding capable shooters increases the amount of damage the party takes but does not lengthen the fight considerably. I could add dozens of chumps but thats just adding time and wasting ammo.
In my experience fights in
SR4 are quite fast, even if you make sure you apply all the modifiers. That said they take longer and tend to be more damaging to characters than firefights in
SR3.
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I am still having problems achieving balance, and I know its on me to adjust not the game. Maybe things would be so bad if I didnt have impulsive players who will just start a fight in the middle of a scene. But would I love them otherwise?
As I mention above, there are ways to slow things down a bit and tone down the impact of magic. My tips for you are (the first three of which are the root of most imbalance issues I've come across):
- Make sure you aren't skimping on the visibility and situational modifiers in either Spellcasting, HTH, or Ranged Combat.
- Don't be afraid to reduce pools to zero. All it means is that making the shot at that point would be a fluke (use of Edge) and most players will fall back on Hold Actions until they have better odds of making the shot.
- Make sure the enemies use cover and that they use Edge (or Group Edge as the case may be).
- Have an NPC try the mana barrier spell trick next time. Have him combine it with Counterspelling. That should keep the opposition on its feet a little longer.