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Average Party Size?

 
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soullos



Joined: 29 Apr 2010
Posts: 6

PostPosted: Sat Jul 24, 2010 11:50 am    Post subject: Average Party Size? Reply with quote

I'm about to start a WH game and I'm wondering what are some good guidelines for determining appropriate challenges. I know the Core rulebook mentions this, using SP of an opponent relative to the PCs SP. But what is the assumed party size that factors into Easy, Average and Hard opponents?

The reason why I'm asking is that I'm only going to have 2 players in this game. I'm worried their small party size might mean that an Average fight might actually be an Hard one for them.

Any help would be much appreciated.
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hustonj



Joined: 30 Jun 2010
Posts: 166

PostPosted: Sat Jul 24, 2010 4:16 pm    Post subject: Reply with quote

With only two players, they are going to have a much harder time with every problem. Heck, even the little, simple logic or recollection issues are going to be harder because there are fewer people and thus fewer chances to get it right.

I would start them out with an Easy encounter, and see how it plays out. Depending on the players themselves and the character builds, even the easy encounter might actually be hard, or worse, for them. It is REAL EASY to do non-combat builds in this game, and two non-combat builds are going to have far more trouble.
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soullos



Joined: 29 Apr 2010
Posts: 6

PostPosted: Sun Jul 25, 2010 12:42 am    Post subject: Reply with quote

I was thinking the same, take it easy and slow on the PCs. I've minions down to a nice formula/guideline that I read in one of the Dark Providence adventures: Add the sum of PCs' most common combat dice pool together and divide that result by the Threat Level of the minion to determine how many minions are present for a suitable challenge.

I was also thinking to offset their small numbers, I could give them some bonus SP, maybe 15 to as much as 30 points. And learning from Savage Worlds, I'll be pretty lenient at handing out Hero Points. I'm sure small group like this could benefit greatly from those extra HP.

Now, I'm not too worried about non-combat PCs. My players like combat mixed in with their role playing, so I'm sure they'll make competent fighters that can truly take advantage of the swashbuckling theme. I'm more worried about one player in particular. He tends to play the independent, anti-society characters and I can see him being lured by Damnation all to easily, lol.
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jedion357



Joined: 07 Jun 2010
Posts: 13

PostPosted: Tue Jul 27, 2010 1:27 am    Post subject: Reply with quote

You could also try running an NPC that would be a tag along.

I like to sometimes create an NPC with the capacity to cause trouble for the PCs- in an sf rpg the players rescued a crew member that had pretensions of being the galaxy's next great novelist. he tagged along and wrote down notes about their adventures without adding too much and when they got back to civilization he publish a novel of said adventures where he was the hero and the PC's contributions were minimized and it was made into a tri-vid movie. plan to have npcs say all sorts of things to the PCs- cant wait to get back to that game to see how it plays out.

point is that a tag along should have a skill that the PCs dont have that can be an aid but not too much and also fill in as comic relief if possible but almost certainly as the occassional pain in the butt.
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StatMonkey
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Joined: 31 May 2007
Posts: 290

PostPosted: Tue Jul 27, 2010 1:58 pm    Post subject: Re: Average Party Size? Reply with quote

soullos wrote:
Any help would be much appreciated.


Running a 2 man table is NOT all that hard...

I would suggest start at Easy and see how they do, use Average encounters as a “big fight” and you should do fine... But remember as the GM you can always tweak some of the monster stats, but in all honesty you can do that on the fly.

Witch Hunter should be run with more of an eye to role-playing then combat… whereas combat should be used as the “explanation points” for the story.

If I may suggest, give them a few (2 or 3) extra skills at character creation and encourage them to create “cool characters” and not worry about min-maxing or perfecting a skill set.

After character creation, make sure to get a copy for yourself then tailor your adventures around what they do best.

How many situations did Sherlock Homes encounter where his skills were of no use? The books (aka adventures) were tailored to his skill set... do the same for your players… make them feel like the capable heroes they are!
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Pedro C Barrenechea
Paradigm Concepts, Miami
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soullos



Joined: 29 Apr 2010
Posts: 6

PostPosted: Fri Jul 30, 2010 11:07 am    Post subject: Reply with quote

Thanks everyone for the great advise. I feel a lot less worried now and more confident with the rules. Witch Hunter will be the first RPG I will run that is outside of D&D, so I can't wait. Very Happy
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StatMonkey
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Joined: 31 May 2007
Posts: 290

PostPosted: Fri Jul 30, 2010 11:45 am    Post subject: Reply with quote

soullos wrote:
Thanks everyone for the great advise. I feel a lot less worried now and more confident with the rules. Witch Hunter will be the first RPG I will run that is outside of D&D, so I can't wait. Very Happy


Surprised)

if you need any advice or have any rules questions you know where to find us.
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Pedro C Barrenechea
Paradigm Concepts, Miami
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