I've started a new Edge campaign with 5 PCs new to the system (but who are veteran tabletop RPGers). I'm currently walking them through the last bits of character creation, and it's looking as if we've got a pretty squishy party. So far:
- Human, Outlaw Tech
- Duros, Cyber Tech (party medic)
- Droid, Heavy or Bodyguard
- Human, Politico
- TBD, but likely Scoundrel
So, suffice to say, looking like not a particularly combat-focused party.
Now, this doesn't faze me. I'm *really* pumped for this party's ability to problem-solve and to do social combat. They've got solid concepts behind their builds and are excited to play. I'm also not going to intervene and suggest they get more combat focus -- my priority is that they play who they want, even if their skills are redundant. I've told them about their general skill gaps (it isn't just combat -- they're not going to be good in rural or wilderness environments either), and they are fully aware.
So combat is going to be very tough for this group, with only the Droid as the shooter or meatshield. At the moment, only the Mechanic has a human-bonus free rank of Ranged (Light), and unless the Scoundrel changes his build, we're looking at a group that won't last long against even a few minion groups.
I have in the past GM'd this system to combat-heavy or balanced parties, so my average, modular combat encounter design was pretty standard: for a group of 5, I'd pick 3-4 Minion Groups of variable size and difficulty, 2-3 Rivals, some situational hazards/complications, and go to town. For this group, I'm pretty uncertain about how to proceed. I'm confident this party will be good at avoiding combat, or in mitigating its danger before it happens, but when it does happen, I'm looking for advice -- specifically about balancing rivals and minions.
I know the standard line about reducing difficulty is to reduce minion unit size, but it seems a bit weak to throw groups of 2 at my PCs. On the other hand, I know it's easy to find weak Rivals, but they are going to be tough for this party unless the Politico starts throwing out some serious crowd control effects at them.
I'm confident this group will survive, and will learn how to fight. But I want to get the balance right -- and think specifically about strategies on the Minions/Rivals compositions for spontaneous, generic, "standard" encounters. While people are often dismissive of Minions, I often find that is because combat builds eat Minions for lunch. On the other hand, I've actually found non-combat builds to be more effective at controlling Rivals in some circumstances. Do I go lots of small (2-person) Minion groups and only one Rival? Or lean more towards Rivals and reduce the number of Minion groups?
Advice much appreciated.