Combat skill inflation is a problem as it will quickly make combat too easy for the players. Mooks become entirely unthreatening and barely a delay, and named characters in the books become too easy to beat also. To limit this I have enforced a house rule. Improving a character's highest AV requires to have earnt already twice the new AV experience points since the last time the highest AV was increased. This leads to a smoother power increase and more time to discover the setting before moving up to higher threats. While I am on the subject of xp, I have also lowered the price of skills to the new add-on to the base attribute instead of the new AV (e.g. guns +10 (15) will cost 11 to raise to 16). A new skill costs 3+ base attribute rating to acquire. Otherwise, archetypes without powers (e.g. big bruiser, thief...) had it too hard. In the tradition of cinematic movies (and the dragon faction), the players tended to remain reactive rather than proactive, usually thwarting the plots of the baddies. The latter cases did concern major plots by the main factions and could not be solved only by combat though. Politics increased mainly due to the increased cast of NPC allies, nemesis and contacts the players had to juggle. I did not experiment with letting the players personnally attune to more than 2 minor Feng -Shui sites as recommended by the rules (see p167). They did burn a few sites. In the end, they set up a protection company for their suburb in contemporary HK co-owned with the local persons of influence (read feng-shui site owners and wealthy shop owners), and attuned to 3 Feng-Shui sites without attracting negative attention from the Ascended. Players did not see fit to retire their players until they went in a blaze of glory just before the group would have to split.
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