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IME the biggest thing that draws Lost away from guns, is that they benefit a lot from being sneaky and crafty, while guns are loud. Lots of supernaturals have access to ways to apply Defense to firearms or penalize firearms attacks against them, can get armor from being supernaturally tough and then stack that with mundane body armor, and so on. In the hands of the right supernaturals, guns are kinda crazy even if you don't get that many specific boosts to shooting things. But some good tactics and equipment can make sure it's not that much more dangerous than hand-to-hand combat. I've done 2e gun fights in non-Changeling games (I have used guns with one of my Lost, but if he was shooting someone he tended to make sure to stack the deck and not let the killing turn into a fight) they're pretty deadly if it's just normal humans. Groups that prefer to keep rolling to a minimum are less likely to feel as much tension with the same base odds. Groups that roll more often are going to feel more tension with higher dice-pools because odds are that some of those rolls are going to fail despite the averages. If you're rolling to jump over a fence with at least a few actions before the people chasing you can see you, do you consider conserving resources like WP and positive Conditions and just take the 10% risk of failing that action? Probably.Īnd of course, there's always an impact of play style here. There's no reason to stop at 10% odds with those stakes if you don't have to. are you going to take any extra bonus dice you can get? Yeah, of course you are. If you have 7 dice, and failure means your character dies. It's when tension starts becoming more reliant on circumstance than skill. 7 dice (assuming no rote action bonuses) is when you get better than 90% odds of rolling at least 1 success.