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Players failed at combat...am I at fault?

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Ragmon

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« on: <01-31-13/2014:11> »
Hi all.

So, I started GM-ing shadowrun for 2 on my friends, i was a player in the previous ~10 sessions, one of my these friends Gm-ed those sessions.
The situation was that they provoked a fight with 2 mobster grunts, and failed at that badly.

500BP, maybe buy any amount of money with BP, Cyber and Bio -ware up to delta. Limited, maximum 2 combat phases.
Player 1: Troll biowared combat monster. Mellee guy.
Player 2: Elf, cyber + mage (3 magic), utility spells only. BUT insane Archery skill.
Opponents:
Mobster 1: Orc - 3 Agi, 8 body, 6 Reaction (that including 1 wired reflex), 4 on Guns as group and wearing Armored Jackets (6/4 i think) - using shot gun, 7P, -1AP, Recoil 1, ran out of bullets after 4 rounds
Mobster 2: Dwarf - 3 Agi, 6 body, 6 Reaction (that including 1 wired reflex), 4 on Guns as group and wearing Armored Jackets (6/4 i think) - Ares predator 4 (5P, -1 AP).

P1 started with a Sap, next round switched to Knife.
P2 used a taser 1 times 1 hit for 1 dmg, then switched to arm blade.
M1 received 5Pl, and M2 received 7P, both got away.

I just would like to ask, was I fair, to give the mobsters those stats and gear, versus 500 BP characters, on there first run, even tho they provoked the combat?

All4BigGuns

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« Reply #1 on: <01-31-13/2022:22> »
Sounds like poor weapon choices on the players' parts and possibly shitty dice rolls.
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Mirikon

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« Reply #2 on: <01-31-13/2109:53> »
This is why you roll the dice instead of just comparing things on paper. Sometimes people who are clearly outclassed in every way can pull off upsets. When the dice gods frown upon you, then nothing can be done for it.

Also, I'd examine their weapons and tactics.
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RHat

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« Reply #3 on: <01-31-13/2308:45> »
Well, a mage with only 3 magic sounds questionable to me, but if it's the right 'ware it could work out - but that character might have its two halves detracting from each other; perhaps an adept would provide a bit more of what he's looking for, where the magic loss is a bit less of a sacrifice.  The artificial limitation to 2 initiative passes could be a factor, especially at that power level...

The Troll should be using something a lot more powerful than a knife - combat axe, for example - unless there's some reason he can't carry it where they are.  The Elf wasn't even playing to his specialty either (I'm guessing that's bows - another reason he should look at Adept instead of Magician), which is an issue.
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Reiper

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« Reply #4 on: <02-01-13/0001:01> »
Well, a mage with only 3 magic sounds questionable to me, but if it's the right 'ware it could work out - but that character might have its two halves detracting from each other; perhaps an adept would provide a bit more of what he's looking for, where the magic loss is a bit less of a sacrifice.  The artificial limitation to 2 initiative passes could be a factor, especially at that power level...

The Troll should be using something a lot more powerful than a knife - combat axe, for example - unless there's some reason he can't carry it where they are.  The Elf wasn't even playing to his specialty either (I'm guessing that's bows - another reason he should look at Adept instead of Magician), which is an issue.

I'm inclined to agree.

The stats looked decent on the NPC side, and that they were built where they may put up a fight against the PCs if they are using their optimized equipment. But if the player's aren't using their strengths, and combined with what was also probably some bad rolls, it didn't turn out so good.

If the elf had popped out some magic to at least stop or slow the enemy, or used his bow, then it would have probably been a different fight all together.
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Mantis

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« Reply #5 on: <02-01-13/0123:53> »
From the looks of things they brought a knife to a gun fight. Someone pulls a heavy pistol and shotgun you don't respond with a sap, a knife and a taser. It's obvious the baddies aren't playing around so why were the players? As GM there is only so much you can do to mitigate stupid or unwise player actions.
Was there some reason they were only using those weapons rather than something more appropriate to what they were facing?

Reiper

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« Reply #6 on: <02-01-13/0143:50> »
I can say that only way I'd fault the GM in this instance is if he made it impossible for the players to come armed.

But even if you had it set up where they could come in in an indirect approach, (back doors, etc) and you gave them the opportunity to look for that, then I wouldn't feel bad. And hopefully the players learned to come prepared. Not saying the players are bad or anything, but its always better to come over prepared than under.
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Ragmon

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« Reply #7 on: <02-01-13/0356:00> »
Well, a mage with only 3 magic sounds questionable to me, but if it's the right 'ware it could work out - but that character might have its two halves detracting from each other; perhaps an adept would provide a bit more of what he's looking for, where the magic loss is a bit less of a sacrifice.  The artificial limitation to 2 initiative passes could be a factor, especially at that power level...

The Troll should be using something a lot more powerful than a knife - combat axe, for example - unless there's some reason he can't carry it where they are.  The Elf wasn't even playing to his specialty either (I'm guessing that's bows - another reason he should look at Adept instead of Magician), which is an issue.

The elf is going for fluff, with a cyber warm...no idea why, probably for the bow. That and he had 3 spells, resist pain, detect individual, combat sense. And he had an Air ~100 meters away watching the target, it had 1 task only so calling it into combat was not an option.

the limitation on passes was because of 2 things, I like to make none augmented characters and wanted to see how it would effect the game, cause I don't like the idea of being effective means to primarily get Wired reflexes, synaptic boosters, improved reflexes or the haste spell.. Second well the Elf didn't have any pass boosters, he would have quit after the first 2 round if he figured out if he doesent get some pass boosters he is basicly useless (my opinion, I might be wrong). (But please leave the pass subject for another thread).

The guy had there equipment in there Van, all there combat equipment (except for the trolls boxes full of grenades). Troll had his Vibro-Sword, Elf had his bow and arrows.

From the looks of things they brought a knife to a gun fight. Someone pulls a heavy pistol and shotgun you don't respond with a sap, a knife and a taser. It's obvious the baddies aren't playing around so why were the players? As GM there is only so much you can do to mitigate stupid or unwise player actions.
Was there some reason they were only using those weapons rather than something more appropriate to what they were facing?

There was no reason not go all out, they had there primary weapons with them in the van (see above), And even then they were the ones provoking them.
Basic idea was, that the elf could stun the orc, and the Troll can take out the dwarf (cause the guy who made the troll was cocky about his stats (All physical, no mentals), and that the previous GM, now the Elf, allowed to target head or other none armored body parts for free, as in "I shoot him in the head", and that meant free armor ignoring. Then I bothered to read the rules, and well noticed that its not like that, even tho it makes some sense.

I can say that only way I'd fault the GM in this instance is if he made it impossible for the players to come armed.

But even if you had it set up where they could come in in an indirect approach, (back doors, etc) and you gave them the opportunity to look for that, then I wouldn't feel bad. And hopefully the players learned to come prepared. Not saying the players are bad or anything, but its always better to come over prepared than under.

They had there primary weapons with them... see above.

Ill explain the situation:
- Boss exited the car with another grunt, entering a building complex (low security, locked doors tho, with a back entrance that they didn't even check). And the whole are was a low security zone (building complexes for workers in Tacoma, Seattle).
- 2 grunt stayed in the car (orc and dwarf). So they were extremely optional.
  *the elf had the idea to get 2 pepper-punch grenades into the car, knocking the 2 grunts out, so when the boss comes they just sit in the back and wait for him. But the elf instead of just opening the door and throwing the grenades inside, sat in the front seat, looked at the grunts, while trying to palm the 2 grenades into the car without them noticing. He rolled low, grunts noticed. They got out of the car in time, combat starts.
- While the elf did that, the troll tried to enter a building next to the one that the boss was in... didn't get in since combat started.
- Combat simplified: Dwarf rolled high for damage resistance, so did the orc, tho they rolled low for attacks. Couldn't scratch the troll with the shotgun, since he had near maxed out body, bone lacing, orto skin, and armored clothing...well that when the troll wasent dodging like a pro, cause he had 7 reaction. And the dwarf was shooting with 7 dice max... when not in mellee...even tho I forgot mellee penalties.
- Elf rolled poorly for the first 2 attacks with his taser versus the orc. The orc hit the elf now and then, but the elf had armor. (elf got only 2 boxes of damage while the orc got 7, yes I did not forget to count the penalties).
- And after 7 turns they realize they could go get there primary weapons. While the grunts ran away to where there boss was, and then the players gave up.

Huh, well, the point is they complained that I used high end over powered grunts against them. I just wanted to check if I did? It even looks as f I even under powered my grunts, cause they had wired reflexes 1 nothing else as augmentations go, nice physical stats as grunts should have, not even high end equipment. (Yes I rolled lots of successes on damage resistance check, but everything else were low rolls).

Please keep the topic on grunt stats and gear versus 500 BP (1 mellee combat, and 1 archer) characters.

Mantis

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« Reply #8 on: <02-01-13/0839:56> »
Well the limit on passes does play a role in things. I know you want to try and not make your game about the number of passes you get but this game has always, always, always been a game where the number of times you get to go in a round made a big difference on survival. I would suggest if you are going to limit the PCs to 2 passes max that the majority of mooks only ever have 1 pass for balance.
The PC should always avoid a fair fight, should always be trying to stack the odds because the GM is always throwing more dice (overall) than them and eventually something will get through. 
So the only 'mistake', if you want to call it that, that you made would be in giving the NPCs wired reflexes. This gave the NPCs 4 IPs altogether compared to the PCs who had only 3 (I assume the troll had 2 passes and you said the elf had 1).
The PCs made the mistake of provoking a fight when poorly equipped (what, they couldn't see the shotgun?), not stacking the odds in their favour (have spirits but leave them out of the fight?) and just generally poor tactics and plans all around. This isn't D&D where you charge in with your axe and cleave your way through a bunch of goblins to get the treasure chest. Much of the game play time is taken up with research, surveillance and legwork as you try to find out as much as you can about the job, target and ways around the security as you can before actually doing much of anything. If you got in a fight you kind of screwed up (unless that was the job).
I think maybe you need to talk to the players and see just what they are expecting from the game. If they just want to run around killing stuff this might not be the game to play.

Ragmon

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« Reply #9 on: <02-01-13/1113:09> »
I would suggest if you are going to limit the PCs to 2 passes max that the majority of mooks only ever have 1 pass for balance.
The PCs made the mistake of provoking a fight when poorly equipped (what, they couldn't see the shotgun?), not stacking the odds in their favour (have spirits but leave them out of the fight?) and just generally poor tactics and plans all around.
I think maybe you need to talk to the players and see just what they are expecting from the game. If they just want to run around killing stuff this might not be the game to play.

Yea, now after you mentioned it, I should make the +1 IP more exclusive. - Tho I don't think it would changed anything, in that combat.
They only new the races of the grunts, the spirit only saw there auras. (Or do spirits can see and identify equipment?)...other then that, tinted windows.
They probably had some plan, they just didn't tell me.


Shadowjack

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« Reply #10 on: <02-01-13/1141:14> »
Not sure if this was mentioned but you can use drugs to get extra passes too(Cram and Jazz). I had the same issue you have with extra IP's and it bugged me for a while. But after playing enough I can say that I think you will enjoy it more once you get used to it, it just takes time.

About your GMing, I think you did fine. Especially if those thugs come looking for them for a rematch ;) Losing is part of the game. It shows that you won't cheat repeatedly to let PC's win every fight. Slim margin victories are a blast until the players realize they can't lose. Sounds like a really good outcome in my opinion and it will make them fear your NPC's in the future and make them respect your GMing more. Losing a fight is one of the most colorful things that can happen in my opinion(it seems many don't share it lol).
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Ragmon

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« Reply #11 on: <02-01-13/1156:20> »
Not sure if this was mentioned but you can use drugs to get extra passes too(Cram and Jazz). I had the same issue you have with extra IP's and it bugged me for a while. But after playing enough I can say that I think you will enjoy it more once you get used to it, it just takes time.

About your GMing, I think you did fine. Especially if those thugs come looking for them for a rematch ;) Losing is part of the game. It shows that you won't cheat repeatedly to let PC's win every fight. Slim margin victories are a blast until the players realize they can't lose. Sounds like a really good outcome in my opinion and it will make them fear your NPC's in the future and make them respect your GMing more. Losing a fight is one of the most colorful things that can happen in my opinion(it seems many don't share it lol).

I never read the drugs part, good to know that.
Interesting, I never thought about it like that, that a loss might give them food for thought on how they play. I just hope they don't rage quite, cause there not used to losing, that and there very sore losers, but I never believed in holding the players hands while playing. :)

Shadowjack

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« Reply #12 on: <02-01-13/1210:10> »
This is a good lesson for them then :)
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andrewm

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« Reply #13 on: <02-01-13/1305:18> »
I would happily throw grunts like that at my 400Bp players in greater numbers, and expect the grunts to get wiped out. They don't seem a lot tougher than routine corp security guards boosted with Cram and worse armed.

Reiper

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« Reply #14 on: <02-02-13/0026:02> »
I would happily throw grunts like that at my 400Bp players in greater numbers, and expect the grunts to get wiped out. They don't seem a lot tougher than routine corp security guards boosted with Cram and worse armed.

Same here, a 400BP wouldn't have had too much of a problem with them properly equipped.

The elf had a good idea with trying to knock out the guys in the car, luck didn't work out for him.

And as stated, the PC's rolls turned out bad. Hopefully next time they have a good backup plan just incase their first roll sucks (after seeing someone roll 9 1's when disarming a bomb, I always have a backup plan)
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