Gamemasters have a lot of details to deal with during an adventure, and I have a tip to pass along.
Health Anchors. Making your bad guys tougher.
A GM should have a set of health anchors handy during the game. If the players are having to easy of a time running merrily through your bad guys, use your Health Anchors.
These cards are universal cards and they can be played as easily on the bad guys as they are for Players to buy for the characters. The only detail to be careful of is to make sure you add the card points for any of the Anchors you use to the players total experience gained for the evening's play.
Numbers.
With the new exploding dice numbers count in ways they never have before. Skeletons are low CP value and they have a chance at having an exploding dice attack. What difference does it make to you, or your necro, if the characters blast six, 12 or 18 skeletons. If your dumb skellies get one, two or even three exploding attacks in, they can do some damage before they are splinters on the floor.
Zombies are also nice for this, and they can take a few extra hits. If the zombies are not tough enough, add six CP and 12 HP to them from your handy Health Anchor.
A few Haskalad archers can always be fun to through into the mix. They like to hang back and fire at good guys, that is what they do.
A Scratch pad for Experience notes:
When I am running a bunch of easy to destroy bad guys I keep a piece of scratch paper handy. On that paper I simply write down the experience for the skeleton as they are destroyed and add it all up at the end of the night.
I also jot down the experience from the Health Anchors I used here. It all winds up in the same pot, so why not just put it all down together.
I like to keep experience points from scene changes on the same pad. When they enter a warp bubble, find a ruins, whatever they stumble across. Individually these events do not add up to much, but over the course of an evening they can add up to 30 or 40 experience for non-combat activities. When they are in a Hamlet or village these points can jump up to 80 to 100 points. Remember, we count for dealing with the surroundings. Snitches, merchants, scouts rumormongers, beggars and a lot of other incidents can become experience.
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