Fenris2020 wrote: Fri May 23, 2025 2:36 am
Your SDC people did fine against Horseman War. Interesting.
The only times I've heard/ read that turned up being a greatly reduced War and/ or with a LOT of help. Gimme games, or the GMs allowed them to have assistance from the Gathering (which our characters didn't even know about; we just went there due to the Nightstalker's unusually specific Clairvoyant vision).
I explained this, in some details.
Warshield73 wrote: Tue May 20, 2025 7:46 pm
Fenris2020 wrote: Thu May 15, 2025 8:04 pm
I always add a zero or two, to the XP given per encounter and the like.
Why?
Okay, take some 1st level characters (my group did this with MD people... but it matters not), and start a Seven Dangers campaign.
Providing they survive The Mechanoids, their cults, and so on and end this threat, they'll be... 2nd or MAYBE 3rd level using the official XP award chart. After that, they go to Africa and deal with the Four Horsemen and the various protectors, minions and so on that they have. Providing you survive, you'll be... 3rd level, and maybe kinda on the way to 4th.
The mechanoids are only slightly more difficult than say the CS so if characters are smart they can take them. My players also faced War and truthfully for Monsters like that I created a few more tiers of villains in the XP. The group was entirely SDC, except for the Hatchling and a transferred intelligence robot, and they did fine.
Fenris2020 wrote: Thu May 15, 2025 8:04 pm
Now, I've seen some "gimmes" where even SDC character survived either or both of those campaigns, but...
My group started with a Cosmo-Knight, a Night Stalker Hatchling, a Japanese Godling (Zanji was his HtH), a Kremin Combat Borg, a Demi-goddess Air and Fire Warlock (with Earth Warlock powers), a Valkyrie, and a Scorpion Person Cyber-Knight. We all survived The Mechanoids. Barely, in some cases.
Horseman War killed four of us, in three rounds.
Granted, the
GM was being stingy with the Gathering of Heroes, so we had NO back-up at all. He didn't want us to have help, so we had no help. He re-thought that after the three survivors said "**** the world, we're going to Phase World." And that's what we did.
This is the problem. The major point of these world-shattering meta plots is that the PCs role-play to get others to help them or sign on with others. In our game it was King Arthu that ended leading the Gathering of Heroes. If your characters ended up facing even two of the Four Horsemen on their own then they screwed up or the GM is trying to kill them.
See. Here's more. Now to be clear among the SDC people they had a GB, a LLW, CK in power armor and a Head Hunter which since this was in the RMB days was a robot vehicle pilot. Then add the transferred intelligence robot and the hatchling dragon. Now they had good gear, including stuff from other PB games, but nothing stupendous. No Synchro cannons or anyting.
This was difficult but not the toughest fight they had. First, they got allies. This is not a "gimme game" or any nonsense like that it is the point of the entire meta plot. All the heroes of the world, or at least those that exist when WB 4 came out, rallying together to save the world.
The players used their brains, and they planned it out.
First the gathering of heroes found 2 of the Horsemen, I forget who the other was but one was War. The other was too well guarded and by the Pharoh to attack so the PCs and a few allies, mostly support personnel for repair and reload but some muscle, to destroy War.
Then tracked him, did a few feigning attacks to draw out his protectors and then killed them. Then they attacked War, not to kill or injure him but to kill his nether beast. I can't remember but I believe this took a few tries as these attacks they were unwilling to sacrifice any gear or heavy munitions.
After this they waited until War was in a place that was...not ideal good enough and attacked. They used tactics, range advantage and the aid of the allies, which again is the entire point of the plot as presented, to kill him. It was long and put two of their most powerful vehicles completely out of commission, but they got him.
Defeating the remaining 3 who made it to the Pharoh's pyramid was longer, bloodier, and saw lots of allies die and several pieces of PC equipment lost and in the end the PCs weren't the one who killed all of the four, I think they did the finishing shot on Pestilence or Famine and they killed the Pharoh, but Death was killed by Arthu as part of the GoH and to us that was what the plot as presented was about.
Now, if you are talking about having a group of PCs that can smash everything on their own with minimal effort then a bunch of godlings with 100 XP per level advancement might work.
Fenris2020 wrote: Fri May 23, 2025 2:36 am
I think our GM didn't fully take into account War's abilities, as well as the help he was getting from the New Phoenix Empire. We hit War when he was by himself due to some misdirection my Cosmo-Knight and the Hatchling did on the NPE minions. But still, what happened, happened.
The Mechanoids weren't just like a squad of CS troops. There were a few hundred. Plus, like I said, the various cults. Playing smart only goes so far.
As for the Mechanoids, if you attack all of them head on then you will die. Again roleplaying to get allies was key and waiting until they split up. If a GM drops an entire Death's Head worth of CS on your PC group they will die too. Tactics and waiting for the right moment, working with allies that is how you kill the cults as well as the Mechanoids themselves. Roleplaying, not just combat. Cap can't beat Thanos all by himself thats why we all love to see those portals open.
“No dictator, no invader can hold an imprisoned population by force of arms forever. There is no greater power in the universe than the need for freedom. Against that power, governments and tyrants and armies cannot stand. The Centauri learned this lesson once, we will teach it to them again. Though it take a thousand years, we will be free.”
- Citizen G'Kar, Babylon 5 - 2259