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Just a Generic Agent Gripe


Edsel

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I have noted in several games that I have played in that the trend is to make agents more powerful and thereby more of a challenge to the Heroes. However it seems to be going too far.

 

For instance I have a character with a multi-power, three of the slots are as follows.

 

12d6 EB (60 Active Points)

8d6 EB, explosion (60 Active Points)

6d6 EB, 6"AE radius (60 Active Points)

 

The first attack overkills agents.

The second generally only takes out the one in the hex of impact. Any who are more than a hex or two away usually shrug it off.

The third attack usually fails to drop even a single agent.

 

Not much point in this... its just a gripe.:rolleyes:

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Based on the agents in General Combat Specialist agents in VIPER, your 12d6 attack will take out one with one hit (and do 2 BODY on average). Your 6d6 attack will require 3 uses to take down the agent, and the 8d6 attack will be 2-3 hits to do the trick.

 

It's a question of how much of a challenge the GM thinks an agent should be. Because EXP and AE attacks are so common in Champions (far more common than they are in the comics) many times the GM does not like the fact that one player can possibly take down a dozen agents with one AE attack. So the options are to add more agents (which can turn into a nightmare for the GM) or make tougher agents.

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And unless you have some sort of limitation on your 12d6er, there's nothing to prevent you from using less dice for it. Heck, you can even spread it a bit increasing your odds of hitting, while doing a fair shot.

 

AE can be weak, but don't be afraid to alternate. If you explosion an area, and only take out a few guys but ding many more around them, you can follow up with an AE to finish them sometimes.

 

For that matter, don't underestimate knocking them on their butts even without damage. Your teammates will thank you for the easier pickings ;)

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Other options.

 

Spread your 12d6 EB across 2-3 agents in consecutive hexes. That way you can drop a few at once.

 

Does your Explosion or AE con-stun agents? That's a lot of actions lost with one shot.

 

Better yet, coordinate your attack with 1-2 teammates who also have AE or Explosion. You can drop all the agents and con-stun a villain or two.

 

If you're allowed to rapid fire your AE, you can drop 3 shots in one phase. Sure, it's a lot of END, but clearing the field of agents in one action may be worth it.

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Depends on the agents. I have my "generic" agents with 15 PD/ED (8 resistant) and my Assault agents with 22 PD/ED (12 Resistant).

 

Your 12D6 attack would drop the assault agent and wax the standard agent. The assault agent would shrug off the 6D6 AOE, but the standard agents would probibly be phased by it.

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Sadistic folks that they are, my players enjoyed the one fight where they fought (and annihilated) only agents.

 

As I'm thinking, "I should have thrown in a villain or two to slow them down," they start saying, "That was fun! We should do that more often."

 

It turns out that smacking around agents is good for the psyche. I feel no need to pump up their defenses any. Save that for the big boys.

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GM agents that are smart and have studied the heroes for weaknesses do not have to have attacks and defenses that are all powerful.

 

Prepared agents (who understand the battle tactics of the hero group) will not stand around in a group waiting to be taken out in one shot. They will choose appropriate targets and coordinate attacks.

 

Agents do not have to be "powered-up" if they fight effectively and well.

 

Players enjoy the fight scenes more if they have to think and be creative to win.

 

(Except for that occassional player who justs wants to hit/blast everything in sight...but he gets on everyone's nerves in two seconds anyway. No one reading this is like that. Right? Right!)

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