Having just completed this adventure for the second time, the combat balance is badly off. First time was with my 'tank' (high enough Av to generate misses); second time with my priestess.
1. A lot of Base d12 stat die gave the NPCs an initiative advantage and a damage advantage. 2. The NPCs had more Fate than the entire party combined (Fate of 6 with 4 fate points? x4 or more times?). That makes 4 Adversary level NPCs in one encounter (one was apparently Common, as he got taken out with a single wound). 3. Defences and Skills appear to be based on the Encounter Tier value and not the Base Tier value, resulting in inflated numbers (Moderate defences of 23-24 with Strong of 27?!?! +8/+9 skills?).
Our T 1.6 table struggled to reach the TN required (average +4 to +6 skills) and had a few lucky damage rolls (after luckier to-hit rolls) strung together. We took 11+ wounds (from Massive Damage) over the two combats and inflicted 3 (+1 from a crit). Also got lucky with the sorceress flubbing nearly every attack roll (lots of 1s).
I used Eye for an Eye four times, got lucky/spent Fate on the casting rolls and then had the two hits negated by Fate (the other two failed to hit by 1 due to Wound penalty). Rolling an average of 19 on 3d10 should have been more than enough.
_________________ LARG; Astra Tonsoria Ursula val¤Dellanov, Martial Former Tribune, Centurion Sword Sage II, T3.4 LA:5E; Magdelene of Ostermann, Dark-kin Courtesan Rog3(Bard)/HC2 (future twilight warrior) LRC:OP; Seraphina "Flowerchild" Amakiir, Skill Hero
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