Hi TheMindfulFool,
I've caught up on your podcasts and think I've identified a few of the problems you are having.
1. Target Numbers / DefencesAll die rolls are 'equal to or greater than' and not 'greater than' the TN or Defence. The only exception is Dynamic Action Rolls (opposed rolls) which have its own tie-breaker mechanic on Pg.24.
Makes a big difference at the top of the bell curve.
Also, Rounding is always down (pg.24)
Wound penalties don't affect Defences or Passives. They only affect Action Rolls (2d10+stat die+x)
2. Damage vs non-Z'sNon-Z's take both Stamina damage AND roll for Massive Damage where applicable.
Non-Z's should generally be Vanquished by Stamina a lot more frequently than Wounds (as in-combat healing is very un-common in Rotted Capes compared to a fantasy setting like Arcanis RPG).
In the battle against Banshee, he should probably have been Vanquished by Stamina (in addition to all the wounds caused) much sooner. At which point the Editor spends a Plot Die to soliloquize and leap into the zombies as you had happen anyway.
If none of the Heroes have the Heal power and you find combat more dangerous for a small number of players, adding a (house rules) item something like:
Stimulant Injector; (Re), Heal 1, Range (Touch), Single Use [Tech heroes can create this using the rules on Pg.41 with a higher Power Rank]
or allow Medicine Ranks to be used as a Demanding (Interruptible) action with TN:20 to heal Power Die (Vi) [based on Medicine Ranks].
3. Team Attack.The way you have been running it has generated high damage totals but hitting a problem of 'so much damage yet only does one wound?' and house-ruling.
Here's an example of how I believe it works (Warning: Rules-Lawyer hat). Each Team attack only uses the damage of the previous hit (not all eligible hits).
Example: Four heroes attack and hit a Super-Z with Fortitude 21 and Armour 2.
Tick 1: Blackout hits with a Devastating Attack (Darkness/Energy Blast) for 23 damage; Z takes Massive Damage (21 stamina) and makes a Vigor Action Roll TN 21.
Tick 2: Exclusive hits with Team Attack (Medium Pistol) for 10 damage; Z takes Massive Damage (21 from Blackout + 8 from Exclusive +4 Impact) and makes a Vigor Action Roll TN 29.
Tick 3: Ironside hits with Team Attack (Enhanced Attack) for 16 damage; Z takes Massive Damage (8 from Exclusive + 14 from Ironside) and makes a Vigor Action Roll TN 22. The Z is also Crippled as it is a Melee or Kinetic/Force attack (instead of Knocked Back).
Tick 4: Carl hits with Team Attack (medium pistol) for 5 damage; Z barely takes Massive Damage (14 from Ironside + 3 from Carl +4 Impact) and makes a Vigor Action Roll TN 17.
That is 4 potential wounds in 4 ticks (not counting Critical Hits).
3. Yes, it looks like the Continuous Damage rules (pg.96) were giving you some problems. Unless immune to the damage type, intelligent foes and heroes should be taking the time to extinguish the flames (Complex Action). Esp as Continuous Damage uses the same effect as Team Attack above (except it is cumulative until extinguished).
Example (1d10 fire)
Tick 1: Catch fire; take 5 stamina
Tick 7: takes 7 stamina ( cumulative 12 vs Fortitude)
Tick 1: takes 3 stamina (cumulative 15 vs Fortitude)
Tick 7: takes 10 stamina (cumulative 25 vs Fortitude; likely to be Massive Damage roll)
Tick 1: takes 4 stamina (cumulative 29 vs Fortitude; another Massive Damage roll)
etc
As noted in the book, once you set fire to deadhead zombies, you just retreat and let the flames kill them.
Poison is both nastier and safer at the same time. It attacks faster (Complex/4 ticks) but expires faster (Passive Modifier in attacks or a failed attack) and is not cumulative like Continuous Fire damage.
Example: Poison 8 (Vigor 8, Touch) vs Fort 18
Tick 1: 2d10(Pr)+Melee vs Avoidance to hit. Poison then attacks as 2d10(Vi)+12 (Power Ranks + 4 bonus for Touch modification) vs Fort. It succeeds and the target takes 1d10 Stamina (Power die; non-exploding) [3 remaining]
Tick 5: 2d10(Vi)+8 (pPower+pVi) vs Fort 18; hits for 1d10 Stamina (Power die) [2 remaining]
Tick 7: Super'Z attacks again; 2d10(Pr)+Melee vs Avoidance to hit. Poison then attacks as 2d10(V)+9 (Power Ranks + 1 for second application) vs Fort. It succeeds and resets Poison count to 4 remaining (does not do any damage at this Tick)
Tick 9: 2d10(Vi)+9 (pPower+pVi+1 for second application) vs Fort 18; fails. The Poison stops even though it has more attacks available.
With Poisonous Attack variation, the target takes the melee damage before the Poison attacks as 2d10(Vi)+8 at Tick 1 above. Continues on the same from there.
Hope they are helpful examples for next time you get to play.