Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: wraithdrit on <11-10-11/1036:55>

Title: Balance in Shadowrun
Post by: wraithdrit on <11-10-11/1036:55>
So I've played and run RPGs for YEARS. Everything from D&D to SR to Gurps. You name it I've probably played it.

Recently I started up a new SR campaign with my regular group. They are five moderately to very experienced RPGers, two of which have played previous editions of SR as well.

My concern is balance of encounters. Coming from D&D as the majority of games I have run, I've gotten a bit used to having at least SOME sort of litmus test of how tough an encounter is. So far with SR I've mainly relied on the Professional Ratings in the sample enemies in the main book to get an idea of how good the opposition is going to be or not.

In my first adventure, they went up against a few gangers to get their feet wet, but they had a drop on them and it really wasn't even a fight. Next the had to get away from a LMG armed drone, but once they ducked into their armored vehicle and sped away, the drone couldn't even dent it. I'm okay with these outcomes, the problem is that I'm worried that I'm either underchallenging them, or at worst not getting enough of a baseline for balancing future encounters.

Finally they went up against a low key security team from Saeder Krupp. The SKs were not on their home turf and wearing suits (with armor underneath of course) rather than Sec Armor. The PCs laid a fairly good ambush (taking out their pilot silently and waiting in the SK helo on the pad for the group to show. The door of the helo opened up, the PhysAdept jump kicked the closest guard, the mage stunballed the whole SK team, and the rest of the group opened up with SMGs, etc. The SKs managed to wound the PhysAdept before the next IP finished them all off. I had the team targeted at about a 3.5 Pro Rating.

So now my real question. With a typical group of starting 400 BP SRers, what is considered HARD, given (non-existent) even tactics and situation? 3? 4? If I know the SRers are gonna have the drop on them, can I bump that to 4 or 5 and expect that the fight will be of reasonable difficulty? If the enemies are going to be ambushing (which seems like in this system he who gets the first shot will win 9 out 10 times) should I drop it to a 2 or 3 so I don't kill all of my players?

I realize that on the fly adjustments will need to be done to make things appropriately balanced, I just want to get an idea where to start from.

Thoughts?
Wraith
Title: Re: Balance in Shadowrun
Post by: Medicineman on <11-10-11/1101:31>
To calculate the Balance of an Encounter
consider the Attackpool of an Attacker, the Damage and the Soakpool
and (very important !) the Initiatiphases
if 2 ,3 or all 4 points are higher its a challenge

with a challenging Dance
Medicineman
Title: Re: Balance in Shadowrun
Post by: wraithdrit on <11-10-11/1106:48>
So by this you mean if 2-4 of those are higher than what, the party average?

I suppose that makes sense. So do you ignore the Professional Ratings entirely when figuring balance?

Just curious.

- Wraith
Title: Re: Balance in Shadowrun
Post by: Medicineman on <11-10-11/1150:13>
So by this you mean if 2-4 of those are higher than what, the party average?

I suppose that makes sense. So do you ignore the Professional Ratings entirely when figuring balance?

Just curious.

- Wraith
If 2 Points (f.E. Attackpool and Damage) is higher than those of the Streetsam than its going to be a Challenge for the Party
I don't ignore it completely
 I calculate the Pools from the professional Rating.
a Prof 4 Guard has Attributes of 4-5 & Skill 4, so his Attackpool  is 8-12 (with Gimmicks like Smart, Specialisation, etc)

with a professional Dance
Medicineman
Title: Re: Balance in Shadowrun
Post by: Mercer on <11-10-11/1243:56>
Tactics are a big part of the equation in SR.  Unless an NPC is super-tough-- or unusually resistant to the things the runners can do, like a critter with Immunity to Normal Weapons going up against a bunch of sams-- a well-laid ambush will usually be over in a few actions.  On a level playing field most anything can be challenging, but to mangle a movie quote that just means there's little incentive to fight fair. 

Having NPCs use things like cover, lighting conditions and so on to their advantage is the x factor.  For me, SR is about managing modifiers-- you want as many penalties on your opponents as you can get to keep their dice pools low (or TN's high, depending on the edition).  In SR, any attack can potentially drop anybody.  It's just a matter of staging the damage up higher than it can be soaked.  When I play D&D, combat is about hitting as hard and as often as I can.  When I play SR, combat is about getting into that perfect spot where I can make that one devastating attack.  It's just a different animal. 

There's also a rock-paper-scissors nature to SR tactics.  A small insect spirit may be relatively weak, but if it manifests in the van with the rigger while the teams is elsewhere (good times), it can be very challenging.  A group without magical backup is ice cream for freaks if the team has a mage, and so on.  These are situations that can be very hard or very easy, no matter what the professional ratings say.

There's a formula (http://www.treasuretables.org/2006/09/encounters-a-simple-formula) I got from the old Treasure Table forums that I keep in my head when designing encounters that breaks it down to mechanical challenge plus a unique element.  Challenge is basically the dice pools of the opponents in whatever test they are opposing the PC's on, whether it's combat or social or whatever.  The unique element is that thing that makes it a dynamic situation.  Nobody really remembers dice pools, but they remember the things that made the situation special. 
Title: Re: Balance in Shadowrun
Post by: Fizzygoo on <11-10-11/1300:51>
I haven't found a really good metric through which to gauge balance in Shadowrun encounters, and while I'm still testing things out I'm nearly-totally (almost) convinced that for Shadowrun there really shouldn't be such a thing.

I use Professional Rating as a guide for how experienced I should play the NPCs (which includes a rough estimation of skill and quality of gear though not always) as well as group edge (players hate it when they hear you make a roll behind the screen and then make a secondary roll right after counting hits; "oh crap, the GM's using edge!" hehe)

I plotted the BP (skills & attributes, not including equipment costs) vs Professional Rating for the Grunts & Lieutenants out of SR4A (only) and got these two handy (ha!, sarcasm there) equations:

Y = BP, X = Professional Rating

For Lieutenants: Y = 6.357X2 + 34.857X + 180.21
For Grunts: Y = 3.3056X3 - 18.024X2 + 65.861X + 103.48

And the Lieutenant Prof Ratings of 2 & 3 didn't fit the curves "nicely." Rounding to the nearest 25th BP, they came out to:

Prof RatingGrunt BPLieutenant BP
0 100 175
1 150 225
2 200 325*
3 225 300*
4 275 400
5 400 525
6 575 625
* The Lone Star Lieutenant came out to 307 while the Corp Security Lieutenant came out to 325, even though the LS Lieutenant has a higher Professional Rating.

Surprise is deadly, cover is key, and information is life.
For example; the SK kill outside the chopper. With a 4+ Professional rating the SK leader would have probably called in to the (now dead) pilot, "we're approaching the tarmac, warm the bird up." If the PCs thought of monitoring the communications they have to Con the leader. If they didn't think to monitor the communications, well, now the whole SK team knows their pilot isn't talking and something's up and they sure aren't going to just waltz up to the helicopter like a kid to candy store :) How different would the fight have been if the characters, watching stealthily from inside the chopper, saw the door to the helipad/roof swing open and only a small lone thermal smoke grenade jump out from the darkness beyond.

So basically, the higher the professional rating the more those NPCs are communicating with each other in ways that help to ensure their survival.

There's a great editorial article by Roger E. Moore in an mid 80's Dragon Magazine where he tells the story of the hardest dungeon he ever went on (1st ed. D&D). In short form; The characters were around 10th-12th level and it was an old-school dungeon where the first level has level 1 monsters, 2nd level - level 2 monsters, and so on. The PCs all want to make their way to the 8th - 10th levels because that's where the good treasure is. But the DM set it up that there was a small tribe of kobolds living on level 1...it was their home and the kobolds had dug tunnels, made secret doors and simple traps. Within a few rounds the DM had the 10th level characters running, screaming, from the kobolds. The little bastards would shoot and run, wait for the PCs to pass over hiding holes only to pop up and crossbow bolt them in the back all Red Dawn style, and so on. By the time the party got to the lower level the mages and clerics were out of spells and everyone dangerously low on hit points. The party rested, continued on, maked a great haul from the lower levels and then realized with horror, that they were going to have to go through the kobolds to get out. These are low-intelligence NPCs who just know their home and have adapted their environment to suit their needs...very deadly for PCs.

Even with a professional rating of 6 and the greatest gear...that NPC is going to be in trouble if he/she is successfully ambushed by the PCs. The more I GM Shadowrun the more scared I get at ambushing the PCs with deadly force. Surprised characters cannot dodge or react to that which has surprised them. So what was a Pistols + Agility vs. Reaction (or Reaction + Dodge) is now just a Pistols + Agility roll. Which means some punk with a 5 DV, -1 AP gun with laser sight and having taken aim, is rolling around 6 dice (2 for skill, 2 for Agility) and a really mean GM could decide to use the 2 dice from his Professional Rating of 2 as edge to roll a total of 8 dice with exploding 6's. Unless this punk rolls really well, on average (when not using edge) he'll have the PC resisting 7 DV at -1 AP. Now imagine 8 to 12 of these punks all waiting in their secret hide-y holes in their favorite alleyway as one of their members leads the PCs in a chase through this kill zone. Sure, the PCs might roll really well on the Surprise, but all the punks get a +6 bonus to their rolls for lying in wait and none of them will be surprised by the PCs. Sure it's only one IP worth, but it's a deadly IP.

What Medicineman says is also key and a good metric for using spontaneous/improvised NPCs. Their Professional Rating equals their Attribute and Skill ratings (then adjust for metatype and gear modifiers). And 2 to 3 times their PR (minimum 2) equals the number of active skills they have. All as a rough estimate for doing things on the fly. 0-1 PR probably no augmentation or magic. 2-3 PR basic augmentation and/or very limited magic. 4 PR alphaware and/or some magic. 5 PR betaware and/or good magic. 6 PR beta and maybe deltaware and/or superior magic.

And on a surprise attack, if the ambushers are able to deal 6 boxes of damage to a PC...that drops them by 2 dice to all pools until healed. So if it started out with nearly equal Attack Pool vs PC Soak Pools, the NPCs are now at an equivalent +2 over the wounded PC(s) which just made it far more challenging for the party. 

A small insect spirit may be relatively weak, but if it manifests in the van with the rigger while the teams is elsewhere (good times), it can be very challenging.

Love it! :) and also agree with Mercer.
Title: Re: Balance in Shadowrun
Post by: wraithdrit on <11-10-11/1508:35>
For example; the SK kill outside the chopper. With a 4+ Professional rating the SK leader would have probably called in to the (now dead) pilot, "we're approaching the tarmac, warm the bird up." If the PCs thought of monitoring the communications they have to Con the leader. If they didn't think to monitor the communications, well, now the whole SK team knows their pilot isn't talking and something's up and they sure aren't going to just waltz up to the helicopter like a kid to candy store :) How different would the fight have been if the characters, watching stealthily from inside the chopper, saw the door to the helipad/roof swing open and only a small lone thermal smoke grenade jump out from the darkness beyond.

The were monitoring coms and had dressed the rigger up in the pilot's gear (luckily he had a full flight helmet on). So the rigger had given (after a quick corporate knowledge role) an appropriate affirmative response.  One thing that could have borked their plan was if the SK mage had astrally perceived after arriving on the roof. I decided to leave that one to chance and rolled for it. Lucky for the party the mage let his guard down. I had already mentally prepped this team as being a little green, and not top of their game (because I was afraid they would wipe the party otherwise).

All that being said, thanks for the added info. Seems like those two Lts, were just built wrong. I made myself a little guide that showed for each pro rating what the average skill and attribute was. It tended to up by like an average of half or quarter point plus better gear each pro rating.

Next thing that scares me about balance is multi PCs on one foe sort of encounters. I want to have a big bad guy (awakened beastie) in the next session. I just don't know how to make him not instant bullet fodder without making him ridiculous. I think I may go with Immune to Natural Weapons or something like that. Not sure yet. What have you guys general found was appropriate for this sort of thing? With PR grunt groups, I generally make it +/-1 of the number of party members. But what about 'solo' type mobs. Insane body and armor?

Thoughts?
Title: Re: Balance in Shadowrun
Post by: squee_nabob on <11-10-11/1538:20>
Combat in SR is very swing-y due to several mechanical choices (it is easier to hit than to dodge, unless you have plenty of armor most people can be 2 shotted by SnS rounds (especially burst fired)).

 I would not try to balance your encounters to make them challenging, instead add encounters that make sense for the story and that the players can defeat. It is much easier for the game to recover from PCs destroying a group of enemies, than a group of enemies destroying the PCs (because they may be dead or in jail). If you don’t intend the combat to be a challenge and instead just another element in the story, then overwhelming violence is a tool in the PC’s toolbox when they plan a run (do we want covert ops or overt and cops?).
Title: Re: Balance in Shadowrun
Post by: Zilfer on <11-10-11/1750:00>
For example; the SK kill outside the chopper. With a 4+ Professional rating the SK leader would have probably called in to the (now dead) pilot, "we're approaching the tarmac, warm the bird up." If the PCs thought of monitoring the communications they have to Con the leader. If they didn't think to monitor the communications, well, now the whole SK team knows their pilot isn't talking and something's up and they sure aren't going to just waltz up to the helicopter like a kid to candy store :) How different would the fight have been if the characters, watching stealthily from inside the chopper, saw the door to the helipad/roof swing open and only a small lone thermal smoke grenade jump out from the darkness beyond.

The were monitoring coms and had dressed the rigger up in the pilot's gear (luckily he had a full flight helmet on). So the rigger had given (after a quick corporate knowledge role) an appropriate affirmative response.  One thing that could have borked their plan was if the SK mage had astrally perceived after arriving on the roof. I decided to leave that one to chance and rolled for it. Lucky for the party the mage let his guard down. I had already mentally prepped this team as being a little green, and not top of their game (because I was afraid they would wipe the party otherwise).

All that being said, thanks for the added info. Seems like those two Lts, were just built wrong. I made myself a little guide that showed for each pro rating what the average skill and attribute was. It tended to up by like an average of half or quarter point plus better gear each pro rating.

Next thing that scares me about balance is multi PCs on one foe sort of encounters. I want to have a big bad guy (awakened beastie) in the next session. I just don't know how to make him not instant bullet fodder without making him ridiculous. I think I may go with Immune to Natural Weapons or something like that. Not sure yet. What have you guys general found was appropriate for this sort of thing? With PR grunt groups, I generally make it +/-1 of the number of party members. But what about 'solo' type mobs. Insane body and armor?

Thoughts?

I made an Adept not to long ago, gave him six magic, and initiated him a few times on the generator giving him power points for each initiation, and then got things to augment him up like Increase Attribute (body), Increase Reflexes (2 or 3), and then Supernatural toughness (physical 6) and same with stun.

Before editing it down to where he we more an all around guy, the troll had 23 physical track and 9 stun track so i dropped the physical track by dropping the body and adding one more body to the increase attribute i managed to get the stun higher. A lot of playing around with this troll but in the end he has

13 Body,
20 Physical track,
and 15 stun Track.

Which i decided AGAINST putting lots of heavy armor on him because i figured it wouldn't be fair for me to drop this monster into a campaign that will be happening this weekend.

Needless to say my backstory for him is he's an ex-military, and his code name is "Bulletstopper" if anyone asks him why he's called that he'll either point to a wound, or pull out a light pistol and shoot himself in the head. With 13 dice to roll, +1 for being a troll he should be able to soak quite a bit of that damage, and I may edge that just to be badass. xD

You could try to make them somewhat like that. A lot of the time your not going to be able to have a group vs said character. A 1 vs 1 would be more fair fight, if you can get that to happen.

>.> on a side note, i made another guy incase any mages get out of control that I could throw at my group. I may play him as a PC too not sure. He is called "Mageslayer."

Gave him SURGE III and took the any spell thrown at you is halfed in Force, and then took the Astral Hazing. So anyone magical will not like this guy at all..... I'm not too worried about someone throwing a F12 fireball at him.... xD

So yeah, 1 bad guy isn't going to work most likely, if you can instead make a "squad" or rival shadowrunner group i think that would be better.
Title: Re: Balance in Shadowrun
Post by: Mercer on <11-10-11/1908:22>
Big Bad's are tough to do in Shadowrun.  Designing a thing (a person, critter, spirit or vehicle) that takes a little bit of damage from attacks and can be worn down over a period of time is a tricky thing to do.  It happens on accident all the time, but it's a very fine line to draw on purpose.  Bad guys either end up getting all but wiped out in the opening volley, or the most damaging things the PC's throw at them tink off and the runners are royally boned. 

This also goes back to the rochambeau aspect of SR.  Characters tend to be highly resistant to certain things and more vulnerable to others.  The samurai might have 20+ dice against bullets, but only 10 against spells, or 5 without spell defense from a mage.  A group of runners will generally throw a lot of different attack types at a bad guy, and he has to be pretty good against all of them or it's a short fight.  It's tough to make a big bad who can do that on his own, but it's easier if the big bad has littler bads whose job it is to buff and defend them.

As an example from the players' side of the table, I was playing a samurai in a friend's game where the other four characters were a rigger who never left the van and three mages.  When we went into combat, the mages-- who didn't like being shot at any more than the rigger-- would hit me with buff spells and maintain them.  So I'd be a sammie with divinations like Enhance Aim and Combat Sense, sometimes Invisible, usually glowing from the Armor spell, and often times with spirits concealing me and giving me the movement power.  Tons of spell defense and an elemental or two and a projecting mage made things easier as well.  (This always gave me the idea of a group of magical runners who would pick up a bum, buff the bejesus out of him, use control manipulations to make him go on a run, and then at the end they'd just scrub the astral signatures off of him and leave him in the street with a vague memory of what happened.) 

That said, things like Immunity to Normal Weapons and Regeneration go a long way towards making big bads stick around for a bit.  (That's why I like Insect Spirits and vampires.)  Although both can be overwhelmed when runners concentrate their fire.  Regen in particular is best used when the NPC can break contact for a round or two, or if the runners drop them and forget about them.  Immunity to Normal Weapons or Hardened Armor (basically the same thing, the difference is who gets them) is okay, but a lot of the time it just ignores the weaker attacks it wouldn't be taking damage from anyway.  It's also worth noting that neither of these things are that helpful against magical attacks, so the NPC still needs fairly hefty magical protections. 

If you're looking for something to base it off of, dragon is probably the best example of a big bad in the BBB.  Hardened Armor, Mystic Armor, high stats, lots of powers and magically active, plus the high intelligence.  It's an easy choice for the scariest monster in the basic book.  And I wouldn't call it "unbeatable" for 400BP characters.  (Once the dice start rolling, anything is possible.) 
Title: Re: Balance in Shadowrun
Post by: wraithdrit on <11-11-11/1009:58>
(This always gave me the idea of a group of magical runners who would pick up a bum, buff the bejesus out of him, use control manipulations to make him go on a run, and then at the end they'd just scrub the astral signatures off of him and leave him in the street with a vague memory of what happened.) 

I am SO making a plot around this idea. Except maybe instead of a bum it is one of the runners. :)

That said, things like Immunity to Normal Weapons and Regeneration go a long way towards making big bads stick around for a bit.  (That's why I like Insect Spirits and vampires.)  Although both can be overwhelmed when runners concentrate their fire.  Regen in particular is best used when the NPC can break contact for a round or two, or if the runners drop them and forget about them.  Immunity to Normal Weapons or Hardened Armor (basically the same thing, the difference is who gets them) is okay, but a lot of the time it just ignores the weaker attacks it wouldn't be taking damage from anyway.  It's also worth noting that neither of these things are that helpful against magical attacks, so the NPC still needs fairly hefty magical protections. 

If you're looking for something to base it off of, dragon is probably the best example of a big bad in the BBB.  Hardened Armor, Mystic Armor, high stats, lots of powers and magically active, plus the high intelligence.  It's an easy choice for the scariest monster in the basic book.  And I wouldn't call it "unbeatable" for 400BP characters.  (Once the dice start rolling, anything is possible.)

This is someone exposed to a virulent mutant strain of HMHVV. So the runners will have fought through ghouls and zombie like infected, only to find the source, and I wanted it to be a rather tough fight. I'll take the advice given on dice pools and such above and see what I can do with him, and give him plenty of edge so I can keep him around for quite some time.

- Wraith
Title: Re: Balance in Shadowrun
Post by: CanRay on <11-11-11/1043:45>
Isn't it a gymnastics check to hold your balance?

...

Misunderstood again, didn't I?
Title: Re: Balance in Shadowrun
Post by: FastJack on <11-11-11/1258:05>
Isn't it a gymnastics check to hold your balance?

...

Misunderstood again, didn't I?
And you wonder why you're not in a game... :P
Title: Re: Balance in Shadowrun
Post by: CanRay on <11-11-11/1308:10>
...

...

...

Yes.
Title: Re: Balance in Shadowrun
Post by: Mercer on <11-11-11/1451:56>
This is someone exposed to a virulent mutant strain of HMHVV. So the runners will have fought through ghouls and zombie like infected, only to find the source, and I wanted it to be a rather tough fight. I'll take the advice given on dice pools and such above and see what I can do with him, and give him plenty of edge so I can keep him around for quite some time.

Dice Pools and Edge will keep someone around, but the tactics and terrain will play a big part as well.  If the fight is taking place somewhere with a lot of obstructions and lighting issues, this will keep the attacking dice pools down, and it's also something the runners can use to their advantage.  (Background count is the astral version of this.)  A lot of cover will let opponents break contact and give them a chance for their Regen or healing magic to patch up some damage.  Things like that can prolong a fight that would have been over in a few actions had taken place in an empty, well-lit room.  It can also be pretty tense, since it's all about sneaking around and trying to get that perfect shot rather than just opening up at the cyclic rate.

I'm not sure what base creature you're using for the infected, but I'd take a look at the Bandersnatch.  I believe it's a sasquatch with HMHVV, but one of the powers they get is either invisibility or concealment.  (This is a classic monster as well, that first appeared all the way back in Paranormal Animals of North America.)  The monster description even mentions it basically being the Predator, although I guess anyone with an Imp. Invisibility spell would be pretty similar.   
Title: Re: Balance in Shadowrun
Post by: wraithdrit on <11-15-11/1327:00>
So the big bad guy was faced this last weekend and it worked out pretty well. The party was forced to think quickly, and luckily their sniper and shaman were able to damage the thing while one of the Phys Ads kept it busy. The Phys Ad couldn't really hurt it, but neither could it get passed his massive Unarmed dice pool, so it worked out well.

All in all it had the desired effect, they went "oh noes!" and had to come up with a few things to be successful that was not the standard throw a lot of lead at it.

Admittedly, it was more like throw a lot of explosive lead at it instead, but hey, it had the desired effect.

- Wraith
Title: Re: Balance in Shadowrun
Post by: The Wyrm Ouroboros on <11-16-11/0250:18>
There's a great editorial article by Roger E. Moore in an mid 80's Dragon Magazine where he tells the story of the hardest dungeon he ever went on (1st ed. D&D)...

Ah, yes.  Tucker's Kobolds.

Quote from: Roger E. Moore, Dragon 127, pg. 3

Tucker's Kobolds

This month's editorial is about Tucker's kobolds. We get letters on occasion asking for advice on creating high-level AD&D® game adventures, and Tucker's kobolds seem to fit the bill.

Many high-level characters have little to do because they're not challenged. They yawn at tarrasques and must be forcibly kept awake when a lich appears. The DMs involved don't know what to do, so they stop dealing with the problem and the characters go into Character Limbo. Getting to high level is hard, but doing anything once you get there is worse.

One of the key problems in adventure design lies in creating opponents who can challenge powerful characters. Singular monsters like tarrasques and liches are easy to gang up on; the party can concentrate its firepower on the target until the target falls down dead and wiggles its little feet in the air. Designing monsters more powerful than a tarrasque is self-defeating; if the group kills your super-monster, what will you do next -- send in its mother? That didn't work on Beowulf, and it probably won't work here.

Worse yet, singular supermonsters rarely have to think. They just use their trusty, predictable claw/claw/bite. This shouldn't be the measure of a campaign. These games fall apart because there's no challenge to them, no mental stimulation - no danger.

In all the games that I've seen, the worst, most horrible, most awful beyond-comparison opponents ever seen were often weaker than the characters who fought them. They were simply well-armed and intelligent beings who were played by the DM to be utterly ruthless and clever. Tucker's kobolds were like that.

Tucker ran an incredibly dangerous dungeon in the days I was stationed at Ft. Bragg, N.C. This dungeon had corridors that changed all of your donkeys into huge flaming demons or dropped the whole party into acid baths, but the demons were wienies compared to the kobolds on Level One. These kobolds were just regular kobolds, with 1-4 hp and all that, but they were mean. When I say they were mean, I mean they were bad, Jim. They graduated magna cum laude from the Sauron Institute for the Criminally Vicious.

When I joined the gaming group, some of the PCs had already met Tucker's kobolds, and they were not eager to repeat the experience. The party leader went over the penciled map of the dungeon and tried to find ways to avoid the little critters, but it was not possible. The group resigned itself to making a run for it through Level One to get to the elevators, where we could go down to Level Ten and fight "okay" monsters like huge flaming demons.

It didn't work. The kobolds caught us about 60' into the dungeon and locked the door behind us and barred it. Then they set the corridor on fire, while we were still in it.

"NOOOOOO!!!" screamed the party leader. "It's THEM! Run!!!"

Thus encouraged, our party scrambled down a side passage, only to be ambushed by more kobolds firing with light crossbows through murder holes in the walls and ceilings. Kobolds with metal armor and shields flung Molotov cocktails at us from the other sides of huge piles of flaming debris, which other kobolds pushed ahead of their formation using long metal poles like broomsticks. There was no mistake about it. These kobolds were bad.

We turned to our group leader for advice.

"AAAAAAGH!!!" he cried, hands clasped over his face to shut out the tactical situation.

We abandoned most of our carried items and donkeys to speed our flight toward the elevators, but we were cut off by kobold snipers who could split-move and fire, ducking back behind stones and corners after launching steel-tipped bolts and arrows, javelins, hand axes, and more flaming oil bottles. We ran into an unexplored section of Level One, taking damage all the time. It was then we discovered that these kobolds had honeycombed the first level with small tunnels to speed their movements. Kobold commandos were everywhere. All of our hirelings died. Most of our henchmen followed. We were next.

I recall we had a 12th-level magic user with us, and we asked him to throw a spell or something. "Blast 'em!" we yelled as we ran. "Fireball 'em! Get those little @#+$%*&!!"

"What, in these narrow corridors? " he yelled back. "You want I should burn us all up instead of them?"

Our panicked flight suddenly took us to a dead-end corridor, where a giant air shaft dropped straight down into unspeakable darkness, far past Level Ten. Here we hastily pounded spikes into the floors and walls, flung ropes over the ledge, and climbed straight down into that unspeakable darkness, because anything we met down there was sure to be better than those kobolds.

We escaped, met some huge flaming demons on Level Ten, and even managed to kill one after about an hour of combat and the lives of half the group. We felt pretty good -- but the group leader could not be cheered up.

"We still have to go out the way we came in," he said as he gloomily prepared to divide up the treasure.

Tucker's kobolds were the worst things we could imagine. They ate all our donkeys and took our treasure and did everything they could to make us miserable, but they had style and brains and tenacity and courage. We respected them and loved them, sort of, because they were never boring.

If kobolds could do this to a group of PCs from 6th to 12th level, picture what a few orcs and some low level NPCs could do to a 12th-16th level group, or a gang of mid-level NPCs and monsters to groups of up to 20th level. Then give it a try. Sometimes, it's the little things -- used well -- that count.

Roger E. Moore
[/spoiler]

IMNSHO, there is no way for there to be a rating scale for the opposition against the players.  In Shadowrun, like in Real Life™, tactics take the day.  Oh, it sure helps if you have a Superior Gizmo™, but simply put, Superior Gizmos™ enable you to have better tactics, or to survive the first moments of the other group's better tactics so that you can apply your better tactics.  Superior Gizmos™ in Shadowrun are everything -- cyberware, bioware, snoop drones, spirits, magic, Big Guns™, Nasty Bullets™, so on and so forth -- because Superior Gizmos™ mean Superior Knowledge™.  Which group first detects the other guy?  Which group knows the area by heart?  Which group can concentrate the most firepower on the most vulnerable point, or figure out what the other guy's vulnerable point is??  If your gizmo can beat their gizmo, if you can win the information battle, you have the advantage.  If you can capitalize on that advantage, it doesn't matter whether they're wired and armored to hell and back; if they can't fly out of the 60' deep pit that is underneath the '75 kg only please' weakened floor they're about to put their 150kg foo through, incidentally triggering the 2750 kg worth of scrap metal, boards, bricks, and other crap that's set to fall in on top of them the moment they hit bottom, then they're pretty much screwed.

A gang of 5 can take out a black ops strike force of 20 if the gang has gotten advanced word that the OpFor is going to hit their place 'tomorrow', just by using their cash really well and turning the apartment building into a Kill House™ -- and if they're able to sucker the strike force into and through it.*  A black ops team of 5 can take out a gang of 100 if the gang doesn't know they're coming, don't know which way to turn when the fit hits the shan, and have no real leadership to keep them cohesive.**  Proper application of tactics is the key -- not magic, not firepower, not armor, not anything else.  And knowledge -- of your opponent's capabilities, of their movement, of their weaknesses, and especially of your own capabilities, weaknesses, and tactical options from moment to moment -- will always be the key.

Always.



* - Go read James Daniel Ross's Radiation Angels: The Chimerium Gambit (http://www.amazon.com/Radiation-Angels-James-Daniel-Ross/dp/0982619782/ref=sr_1_1?s=books&ie=UTF8&qid=1321428938&sr=1-1) for a good example of this.†
** - Read Russell Zimmerman's Rook (http://forums.shadowrun4.com/index.php?topic=402) on this very site for a good example of this.
† - I find it interesting that both characters are named Rook ...
Title: Re: Balance in Shadowrun
Post by: Zilfer on <11-16-11/1308:36>
Wow in tucker's dungeon i could see them having problems like that without a wizard. Wizard must not have had any useful things for that situation.... <.< I think while the fireball would have damaged the whole party it would have taken out much more of those kobolds. Anyways my DM has done games like this however imagine that tunneling with fuckin Umberhulks.

-.- damn tunneling bastards!

Anyways definately agree with the statements above about tactics and info providing the advantage.
Title: Re: Balance in Shadowrun
Post by: kirk on <11-16-11/1313:30>
Well, now "damage" is the important term. Remember that they've been whittling on the party already. Keep in mind that even if you pop this group there are more, and you'll have done them the favor of bringing you closer to negative numbers. And last but not least, don't forget that the mage is mainly looking at his own hitpoints when considering casting a fireball at danger close.
Title: Re: Balance in Shadowrun
Post by: squee_nabob on <11-16-11/1316:17>
Also, keep in mind this was back before wands of infinite cure light wounds and rope trick became common.

Tucker's Kobolds seem to be about reducing a finite resource (in their case HP and spells), a little at a time which is not always the case (please correct me if I am drawing the wrong conclusion).
Title: Re: Balance in Shadowrun
Post by: Zilfer on <11-16-11/1331:16>
Well, now "damage" is the important term. Remember that they've been whittling on the party already. Keep in mind that even if you pop this group there are more, and you'll have done them the favor of bringing you closer to negative numbers. And last but not least, don't forget that the mage is mainly looking at his own hitpoints when considering casting a fireball at danger close.

Wouldn't this also be around the time where it would be really hard to hit a 12th level fighter with decent armor? Playing balder's gate right now and about the only time a kolbold hits my fighter is when it criticals.

Yes I understand it's danger close but i'm sure that fireball if it's going to engulf them is going to travel quite a ways in this confined space, killing a lot more of them. Magic items might have been more rare but i'm sure there were quite a few spells back then that would have come in handy.

One that comes to mind is Invisibility, Protection from Arrows. A Few charm persons could have helped to. I mean, the wizard should have had some mean spells at 12th level. Guess he just chose the wrong ones to memorize for that day eh? (Though i'd like to note that I play 3.5 and my highest level character is at level 7 after over a year of playing every weekend. The DM that introduced us to DnD, doesn't like how fast you'd usually level and believes in the journey to get there so we are used to 400-700 exp per session no matter what your level. xD) So we are only dealing with level 2-3 spells right now and plenty of them would be useful, i can't think there weren't that many spells back then.... <.<

 
Title: Re: Balance in Shadowrun
Post by: Mirikon on <11-16-11/1331:35>
It was also back when casting Fireball in an enclosed space caused the fire to shoot down the hall like a flamethrower. Meaning that the party would have been toast.
Title: Re: Balance in Shadowrun
Post by: Zilfer on <11-16-11/1350:08>
It was also back when casting Fireball in an enclosed space caused the fire to shoot down the hall like a flamethrower. Meaning that the party would have been toast.

Which is why it would do the same to most of the kolbolds in the area.... 1-4 means even if they made their saves their toast while the party might drop a few people, a cleric at that level could easily bring them back. If they all rolled horribly by then... their saves shouldn't have been that bad at that level either. <.< Just saying, i think there was more to it than just what he remembered. There usually is when recounting a DnD Session. (As far as i know this rule hasn't changed... we still make it extend further in confind spaces....)
Title: Re: Balance in Shadowrun
Post by: The Wyrm Ouroboros on <11-16-11/1847:50>
Zilfer, you're completely missing the point -- and getting bogged down in functionally useless speculation/contemplation.  The point isn't 'how do you beat a group of Tucker's Kobolds', the point is the illustration of how completely overwhelming good tactics can be.  Tucker used a race considered incredibly weak and contemptible to illustrate the point -- that good/clever tactics with what you have on hand can royally kick in the head of an individual (or group of individuals) considered significantly more powerful than you.  And here's another point:

These are the same tactical concepts used by every group of players since forever.

Hit and run; focus your attacks on a weak point.  Trap an enemy, use terrain against them, etc. etc. etc.  PC parties use it against opposition; there is no reason the opposition can't use it against them, except that the GM is trying to avoid a TPK.
Title: Re: Balance in Shadowrun
Post by: squee_nabob on <11-17-11/0854:29>
The Wyrm Ouroboros, you are also failing to include part of the point – that Tucker’s Kobolds rely upon the fact that they can win a war of attrition by decreasing a hard to replenish resource (such as HP in 1st edition D&D or friendly NPCs). When you don’t have a cap on these resources (such as in 3.5 D&D HP), then Tucker’s Kobolds are much less scary. 
Title: Re: Balance in Shadowrun
Post by: Zilfer on <11-17-11/1320:08>
Zilfer, you're completely missing the point -- and getting bogged down in functionally useless speculation/contemplation.  The point isn't 'how do you beat a group of Tucker's Kobolds', the point is the illustration of how completely overwhelming good tactics can be.  Tucker used a race considered incredibly weak and contemptible to illustrate the point -- that good/clever tactics with what you have on hand can royally kick in the head of an individual (or group of individuals) considered significantly more powerful than you.  And here's another point:

These are the same tactical concepts used by every group of players since forever.

Hit and run; focus your attacks on a weak point.  Trap an enemy, use terrain against them, etc. etc. etc.  PC parties use it against opposition; there is no reason the opposition can't use it against them, except that the GM is trying to avoid a TPK.

Oh I understand that completely and I wasn't trying to start an argument about something I agree with. I was just saying I think they could have been taken out. It makes me want to do something similiar but I'd need something a bit tougher than kolbolds.

Depends on what you had in your group for the HP. Again I'm surprised the kolbolds could even hit most of the group save for the wizard, or that they didn't have any potions to help in that situation. *shrugs*

Happy gaming!
Title: Re: Balance in Shadowrun
Post by: kirk on <11-17-11/1718:17>
Zilfer, you're completely missing the point -- and getting bogged down in functionally useless speculation/contemplation.  The point isn't 'how do you beat a group of Tucker's Kobolds', the point is the illustration of how completely overwhelming good tactics can be.  Tucker used a race considered incredibly weak and contemptible to illustrate the point -- that good/clever tactics with what you have on hand can royally kick in the head of an individual (or group of individuals) considered significantly more powerful than you.  And here's another point:

These are the same tactical concepts used by every group of players since forever.

Hit and run; focus your attacks on a weak point.  Trap an enemy, use terrain against them, etc. etc. etc.  PC parties use it against opposition; there is no reason the opposition can't use it against them, except that the GM is trying to avoid a TPK.

Oh I understand that completely and I wasn't trying to start an argument about something I agree with. I was just saying I think they could have been taken out. It makes me want to do something similiar but I'd need something a bit tougher than kolbolds.

Depends on what you had in your group for the HP. Again I'm surprised the kolbolds could even hit most of the group save for the wizard, or that they didn't have any potions to help in that situation. *shrugs*

Happy gaming!
One of the things that annoyed me till I got smart as a GM (1st ed) was that a decently high character could wander into a kobold village and slaughter them all without suffering as much as a hangnail.

The getting smart came by making the kobolds the intelligent little bastidges they are. They're individually weak and helpless and smart enough to know it. They're constant prey for larger humanoids, which is just about all of them, and they have no natural defenses.

Traps. Nets. Ropes. Hot liquids. Fire. Massed shooting. Pot-holed pathways with punji stakes. Never, ever, ever get close enough for hand-to-hand.  Great, your thief detects traps. And you stand there, easy fat target, while he disarms. and disarms and disarms and..

You're right. A kobold can't hit you, can't hit most of the group. If it fights your game.
Title: Re: Balance in Shadowrun
Post by: Zilfer on <11-17-11/1736:17>
Zilfer, you're completely missing the point -- and getting bogged down in functionally useless speculation/contemplation.  The point isn't 'how do you beat a group of Tucker's Kobolds', the point is the illustration of how completely overwhelming good tactics can be.  Tucker used a race considered incredibly weak and contemptible to illustrate the point -- that good/clever tactics with what you have on hand can royally kick in the head of an individual (or group of individuals) considered significantly more powerful than you.  And here's another point:

These are the same tactical concepts used by every group of players since forever.

Hit and run; focus your attacks on a weak point.  Trap an enemy, use terrain against them, etc. etc. etc.  PC parties use it against opposition; there is no reason the opposition can't use it against them, except that the GM is trying to avoid a TPK.

Oh I understand that completely and I wasn't trying to start an argument about something I agree with. I was just saying I think they could have been taken out. It makes me want to do something similiar but I'd need something a bit tougher than kolbolds.

Depends on what you had in your group for the HP. Again I'm surprised the kolbolds could even hit most of the group save for the wizard, or that they didn't have any potions to help in that situation. *shrugs*

Happy gaming!
One of the things that annoyed me till I got smart as a GM (1st ed) was that a decently high character could wander into a kobold village and slaughter them all without suffering as much as a hangnail.

The getting smart came by making the kobolds the intelligent little bastidges they are. They're individually weak and helpless and smart enough to know it. They're constant prey for larger humanoids, which is just about all of them, and they have no natural defenses.

Traps. Nets. Ropes. Hot liquids. Fire. Massed shooting. Pot-holed pathways with punji stakes. Never, ever, ever get close enough for hand-to-hand.  Great, your thief detects traps. And you stand there, easy fat target, while he disarms. and disarms and disarms and..

You're right. A kobold can't hit you, can't hit most of the group. If it fights your game.

Indeed, I won't lie my group got handed by a group of goblins though truthfully the goblin's health were pumped up with like maybe 2 levels of fighter added on but they still gave us a tough time with their layer that was run by a drow. Pesky black roses....

:D

Anyways back to the topic, how much is a good number for the amount of security officers on hand in a firefight.
Title: Re: Balance in Shadowrun
Post by: JustADude on <11-17-11/1742:35>
Anyways back to the topic, how much is a good number for the amount of security officers on hand in a firefight.

Realistically, it depends on the company and the specific facility.

Something high-value and tempting like a weapons testing facility would probably have at least a couple dozen spread around the whole facility at any one time, including gate guards and roaming patrols of multiple meta-humans backed up by drones. Something smaller, like a production line for a toy-factory or a warehouse of consumer goods, would maybe have 3-5 guards total and some extra lightly-armed or un-armed patrol drones.

Either facility would, of course, have way bigger backup off-site waiting to bring the pain as needed.
Title: Re: Balance in Shadowrun
Post by: Zilfer on <11-17-11/1807:28>
Anyways back to the topic, how much is a good number for the amount of security officers on hand in a firefight.

Realistically, it depends on the company and the specific facility.

Something high-value and tempting like a weapons testing facility would probably have at least a couple dozen spread around the whole facility at any one time, including gate guards and roaming patrols of multiple meta-humans backed up by drones. Something smaller, like a production line for a toy-factory or a warehouse of consumer goods, would maybe have 3-5 guards total and some extra lightly-armed or un-armed patrol drones.

Either facility would, of course, have way bigger backup off-site waiting to bring the pain as needed.

So most places would have light security with on call Lonestar to bring in the trouble makers. Yeah i'm trying to get a better feel and give the runners a chance instead of instant retribution of guard's heading around. I probably have a cliche movie where there's more guards then their need to be. xD

5-6 to me doesn't seem like a lot, most runner teams could probably take them out quickly....
Title: Re: Balance in Shadowrun
Post by: JustADude on <11-17-11/1844:14>
5-6 to me doesn't seem like a lot, most runner teams could probably take them out quickly....

Keep in mind, that's 5-6 flesh and blood meta-humans. They'd have 2-3 times that number in drones, and possibly a bound spirit or two on-hand with orders to patrol the facility and neutralize any intruders and/or report to the wage-mage that controls it.

Also, a standard 400 BP Shadowrunner is a scary, spooky dude by the standards of the average joe. A low-security facility would have defenses designed to deter gangers and junkies looking to jack some goods for a quick payday or just screw with the facility for fun.
Title: Re: Balance in Shadowrun
Post by: Mercer on <11-17-11/1854:10>
Yeah, most low- to mid-security sites don't have guards that can challenge even starting shadowrunners, nor are they meant to.  Those guards are their to patrol, observe and rattle doorknobs.  If they see trolls with heavy machine guns entering the premises they aren't going to engage, they're going to call in the HTR teams and hunker down on held action behind hard cover.  Most security guards are there to delay and contain the runners until SWAT can get there.

This is usually at least a few minutes for most physical teams, although HTR hackers and mages (in astral, with spirits) can respond in combat turns. 
Title: Re: Balance in Shadowrun
Post by: Mason on <11-18-11/1152:03>
THAT'S the flaw in my GMing. My enemies never really bring more than a couple drones, if any!

Noting this down...
Title: Re: Balance in Shadowrun
Post by: CanRay on <11-18-11/1257:59>
My group hate-hate-HATES Rotodrones.  Detest them.  Hates them they do!

Especially when I get a low-powered magician with Watcher spirits galore and a commlink to the drones to tell them where the targets are.  You can hide from the sensors, but it's hard to hide YOUR VERY SOULS!!!
Title: Re: Balance in Shadowrun
Post by: FastJack on <11-18-11/1259:14>
My group hate-hate-HATES Rotodrones.  Detest them.  Hates them they do!

Especially when I get a low-powered magician with Watcher spirits galore and a commlink to the drones to tell them where the targets are.  You can hide from the sensors, but it's hard to hide YOUR VERY SOULS!!!
That's why most runners get their souls removed early on...
Title: Re: Balance in Shadowrun
Post by: CanRay on <11-18-11/1301:04>
Or figure out ways to trick Watchers.  They're not exactly the smartest of spirits...  Tricking Dogbrain Pilot programs is about as easy as well.

*Sighs*  My group wasn't that imaginative, I guess.
Title: Re: Balance in Shadowrun
Post by: JustADude on <11-18-11/1455:59>
My group hate-hate-HATES Rotodrones.  Detest them.  Hates them they do!

Especially when I get a low-powered magician with Watcher spirits galore and a commlink to the drones to tell them where the targets are.  You can hide from the sensors, but it's hard to hide YOUR VERY SOULS!!!
That's why most runners get their souls removed early on...

My troll, Mr. Soft, had 0.05 Essence. About the same amount of astral glow as a field mouse.  8)
Title: Re: Balance in Shadowrun
Post by: FastJack on <11-18-11/1725:42>
African or european?
Title: Re: Balance in Shadowrun
Post by: Zilfer on <11-18-11/1754:37>
African or european?

Japanese with a headband, and a cyber eye actually....

:P
Title: Re: Balance in Shadowrun
Post by: CanRay on <11-18-11/1756:41>
African or european?
Japanese with a headband, and a cyber eye actually....

:P
Was the headband made in Japan or China?  ;D
Title: Re: Balance in Shadowrun
Post by: Zilfer on <11-18-11/1804:35>
You'll just have to get close enough to find out.... but i wouldn't if i where you.... he's a killer!

(Monty Python anyone?)
Title: Re: Balance in Shadowrun
Post by: Xzylvador on <11-19-11/1426:30>
"A 12 gram mouse having the same astral glow as a 300 kilogram troll? That's impossible!"

"Well, they could be Masking."

"Are you suggesting field mice initiate?"



Damned, I got stuck there...