I feel as though I am missing some of the mathematical nuances of Villain development:
Whatever villain strength I go with, is that villain's initial influence infrastructure to be paid out of the initial points? Or, should I provide him with infrastructure in addition to the starting value? [It seems to me that the villain would not be very influencial in the former case, and likley be far too easy to defeat.]
So I am a little terrified of the new rules. Let's say the heroes are going against a villain that is very skilled or has some kind of special weapon. He could obviously easily have a 10 in STR. If I understand the rules correctly he needs 11 wounds to take a dramatic wound. So you would be looking at 44 wounds to knock someone out.
I am I crazy or is this seem like....really hard for a normal group of 4 to 5 players. Each player would let's say deal 3 to 4 raises worth of wounds each beat. It could easily take them forever to displace 1 STR 10 villain.
So 2nd edition jettisoned the whole seperate Villainous Flaws and Wiles in favor of keeping everything under the umbrella of standard Arcana. Villains get a both Arcana, which works I suppose but lacks the flavor of the old systsm. How are people finding that works out in play?
I love idea generators! Since I've recycled my old 7th Sea villains in my current witch hunter game, I need to come up with a new crop of villains for my next campaign. So in the meantime, I thought I'd start compiling some nice tools for GMs to create villains and can use some help.
I'm thinking about two tools in particular.
First, a collection of villainous archetypes, including those from the swashbuckling adventure Heroes and Villains book. This being an idea generator, I'm not really interested in stats. I'm thinking a template like this: