From: owner-gm7thsea@darkedge.com on behalf of FSennholz@aol.com Sent: Tuesday, September 14, 1999 12:10 AM Subject: [7th Sea RPG GM] Brutes Hi! Last weekend I ran my first 7th sea session, it was really great fun. Lots of fights with special moves, lots of confusion, talk with the enemy before fighting (cool scene), quirky nps's... high adventure... But there was a problem: my player killed too many brutes in no time (9 brutes within one combat round, and the pc had a panache of 2. Just like Dave of the KODT, "I pull out my hackmaster+12 and start swinging!" ;-), and there was no real danger for them. I used brutes with a TR of 2, that was maybe to low, then i had three brutes with a TR of 3, but they were not enough to be real dangerous.... After the session, my players said that they somehow missed the sense of danger, to possibility of being killed. So I thought about making brutes stronger, but brutes with a TR of 4 are a litttle bit to deadly. I'm gonna use two TR for brutes, a offensiv TR and a defensiv TR. So a brute squad with 6 brutes TR 3/4 has panache 3, will attack with 6k3, but it's TN to be hit is 25 [5+(5x4)]. Any comments? Another thing is, i was really suprised by the uselessness of firearms. I had 10 brutes fire muskets at the heros, they did not even came close. All I got was some useless special effect... Later in the adventure more people fired guns, but I got just three hits, two where I didn't bother rolling (It should happen in the course of the story. It was real fun to watch my player after I told them that the monk who hired them just blew the head of the inquisitor away... the inqisitor was backed up by 10 men...) and one hit by a player, killing another inqisitor. Frank Sennholz, Carpe Noctem --- To unsubscribe, send a message to "majordomo@darkedge.com" and put "unsubscribe gm7thsea (or gm7thsea-digest)" in the body of the message. Contents Copyright (C) 1997,98,99 by ALDERAC ENTERTAINMENT GROUP, INC.