Combat in EP must be one the most deadly I have ever encountered. In some ways this is somewhat realistic but in a pure roleplaying sense it can quickly become not very fun at all. So my question is; is there anyone who has applied some houserules for combat to make it last longer and be less "win the iniative and you win"? To explain what I mean I will give you a scenario:
Person A is kind of cool. He has 60 in Spray weapon skill, a specialty in Shredder and (for unrelated reasons) Ambidextrous. Person B is really bad-ass. He has a fury morph with a Heavy Armor and a helmet which is 19 armor total.
Person A wins the initiative and decides to fire with his two Shredders (which would be allowed by the rules). He obviously has a smartlink and he is aiming with all his quick actions. Person B is within 10m (which happens easily if combat comes out of an interaction). Person A fires a total of four bursts, two attacks with each weapon (allowed by the rules) in his complex action. Without rolling any dice, let us assume that he hits 3 of the 4 attacks (very likely, especially if we assume he spends 1 moxie). Let us also for the sake of argument, assume one of the hits had a MoS of 30+ and one a MoS of 60+ which is also not unlikely. His 3 attacks would then make an average of 26 (-9 for armor), 31 (-9 for armor) and 36 (-9 for armor). This amounts to a total of 66 damage which means an incapacitated fury. If person B had only been a (lousy?) splicer I assume there'd only be a fine mist left of him.
This may all seem really cool if Person A was a PC, but it could just as well be the other way around. So my question is again; has anyone else found this to be a problem and what do you do about it? And if it is not a problem then what is it with this dying within a combat phase that you consider fun? Or do you simply avoid combat altogether?
I guess I will be just as shocked when I look deeper into the non-lethal part of combat but at least I assume some of the drugs etc can be protected by via implants.
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