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Re: Mods (open discussion)
(Snipped Greg's point about using to stats to limit mods)
> Cost always becomes
>a
>limiter as you go on as it is plus I have had to fight alot of
>opponents
>where I needed my +20 to hit them due to magic and such.
> Greg
>
It was always my experience when GM'ing that I would have to tailor the
opponents to the party. When I had warriors with insane combat mods, yes,
my main bad guy was going to have an insane DV, for whatever reason I
could make off the top of my head. I imagine similar things happen in all
games, so if you remove the "+20 to hit" characters will still be able to
damage and defeat the bad guy. The point is not to defeat and kill the
party, but rather to create a "winnable" adventure during which they are
challenged.
Just my thoughts. Oh, and I do like the idea of having some limitation on
mods, preferably through stats. By having to raise the DV's of my
opponents due to the one herculean warrior in the party, I would usually
end up leaving several people out of combat, because they (correctly)
thought that they could have no combat effect on the game.
Brandon
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