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Zenith Comics Presents: The New Centurions! (OOC Thread)

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Volsung
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Post by Volsung »

Remember that the Bodyguard is actually the only one who doesn't got an extra care^^I guess he wouldn't mind the force field centered on him^^

The force field is our safety insurance if The Elemental, Front Runner or Detective Zero fail their rolls (that's not impossible >_<)

Hogging the spotlight is not a problem if everyone is saved.
(Since Tempest and Numinous seem to be able to almost handle the problem on their own^^ I wouldn't mind that we got more than one trick up our sleeve)

AslanC which rolls must I make to 'save the beauty?' ...grabbing her and jump out of the burst...(whithout that she throw up during the process^^
Agility to grab her? A soak roll in case off a fail?
If my roll is not high enough so I can 'grab and flee' but enough to shield her. Even if jumping out of the burst is my first intent , does Detective Zero could 'auto-shield' her if the roll permits it?
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AslanC
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Post by AslanC »

those who are grabbing and protecting make two rolls, 1 agility vs 20 to grab and then a soak of the blast.

those who are doing other things, make appropriate rolls.

Once house rule I am thinking is extra actions come at the end of the page or something.

There must be a sensible way to do this.
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Post by Volsung »

AslanC wrote: Once house rule I am thinking is extra actions come at the end of the page or something.
Which means that even with my super speed I won't be able to jump out of the burst?
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Post by AslanC »

I said I am thinking about it... and even if you didn't, you can soak it in the end, it isn't that much damage. ;)
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Post by Volsung »

And I just... failed... the agility roll vs 20.
So what about that hero point I gained a few time ago?^^
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Post by Volsung »

Sure,I'll keep the chitchat on that thread^^
(Do you know that 'at work' I check those threads every 2 minutes.
If that's not addiction!)
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Post by Lindharin »

AslanC wrote:So if everyone wants to follow the plan and make rolls I will give you all a +1 Dice Bonus for working as a group.
Not to add some more confusion to round 1, but AslanC did grant us a +1 Dice bonus on our rescue actions. So Zero actually rolled a 6 + 1 = 7, with x3 multiplier, and just made it without needing to spend a HP or Hits. :)

On the topic of the "value" of hero points, I will add that I was initially a little... underwhelmed by what you get for 1 hero point, but I think it is depends a bit on your expectations. If you think of Hero Dice as the "primary" tool for players to modify their abilities, and Hero Points are just "pocket change" that you save up to eventually become Hero Dice, it makes more sense. I don't have the earlier versions of BASH, but I was speculating that Hero Dice were maybe added first, and that Hero Points were maybe added later to give a kind of "economy" where you can earn hero points and save them up to become hero dice. For example, giving out a free Hero Die every time you save one person might be too much, so instead a "typical" heroic action gives one of the lower-value Hero Points instead, with the option to change 5 hero points into one hero die. Looking at it that way, then other than being a "fraction of a hero die", what good is Hero Point? It needs a benefit, but a small benefit - they shouldn't be so good that you'd rather spend them directly instead of converting 5 into a Hero Die. With a Hero Die, you can add +1d6 to your dice total, so that puts a limit on how good a hero point can be. You wouldn't want to make a hero point add +1 to the roll because then it would be better to spend the 5 hero points directly rather than convert them to a hero die. So by default they became result bonuses instead of dice modifiers. Of course, that's just pure speculation about how it evolved, and might be totally wrong. I do think that having a hero point give a +2 or +3 result, instead of +1, might be more equitable, but at the end of the day I don't know that it is worth quibbling about. I think they're intended to be the "cheap" way to get that last +1 or +2 on a roll you almost made, and that if you failed by more than that then you should be looking into a Hero Die instead.

On a similar note, the rules for Pushing are a bit odd. You can push a power, spending 10 hits to get a x1 multiplier for an entire page if you are using a power, or you can spend 10 hits to get a +1 result to a single roll if you are using a stat or skill. Having 10 hits be worth either a x1 multiplier (averaging +7) to all uses of a power for a full panel vs just a +1 for a single roll for non-power activities seems a bit lopsided too. However, it is clear from the examples that you can boost a stat/skill roll after you roll and see how you did, while a different example is used for pushing a power, and it isn't clear if you have to push the power before you roll or if you can do it retroactively. Maybe that is intended to be the difference.
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Post by AslanC »

I like the idea of +2 instead of +1

What do you propose to balance the Hits issue of +1hp vs +1dm?
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Post by Lindharin »

I'm going to post in the rules section and see if you can retroactively push a power, or if you have to declare that before you roll. That makes a big difference when it comes to balancing the two options. I've been meaning to ask Bashman about that for a while, but keep forgetting.
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Post by Volsung »

I really need to go to bed! It's late here!
But you're right Lindharin I forgot the +1 bonus that AslanC granted us :D
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Post by Heroglyph »

Lindarin,

I am confused about the Tiring disadvantage you mention inherent to superspeed. I see that it is listed after it's title, but I though t those things were just possibilities, not inherent. Such as Range and Area being listed after Special Attack.

Do disadvantages listed after the name of power mean that it is inherent to the power?
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Post by AslanC »

I thought the same thing.
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Post by Heroglyph »

Looking at some of the other powers that have limitations listed after them, it seems that they may be inherent. Such as Concentration for Forcefields, and Healing. As well as Situational for Boost. However, all of those powers, specifically mention the limitation in the power description, and I don't see that with super speed. Though this could have just been an oversight.
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Post by Heroglyph »

Aslan C,

How do you feel about making a separate thread just to track everyone's vitals? Not sure if you could fix it, so that only you can edit it. That way you could add/ subtract as needed. Or we could just post them once for ourselves, and edit the post as needed, Keeps it all in on place and prevents having to track multiple pages to remember how many points we have, etc.

I'm finding it a bit hard to keep track of hero points, as they are being awarded in both IC and OOC threads, and by the time I get home from work to check the forums ( can't check them at work) there are multiple posts to sift through, which makes them easy to miss.

Just an idea.
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Post by Lindharin »

Heroglyph wrote:Lindarin,

I am confused about the Tiring disadvantage you mention inherent to superspeed. I see that it is listed after it's title, but I though t those things were just possibilities, not inherent. Such as Range and Area being listed after Special Attack.

Do disadvantages listed after the name of power mean that it is inherent to the power?
That is my understanding, but it could be wrong. To explain how I think it works, I need to go off on a tangent and look at why Special Attack lists Range and Area as inherent enhancements.

Basically, Range and Area are a little special. To make a power ranged, you need to buy the "Range descriptor" by taking the Range enhancement, and then you buy the actual amount of range you want. See the Range enhancement on page 39, not the section on buying distances from page 40.

As an example, let's take a power that doesn't inherently have the Range enhancement, like Flight, and make it ranged. Let's say we have a character who has "pixie dust" that can be sprinkled on anyone in close range to give them the power of flight.

Now Flight is also special because ALL movement powers have the Personal limitation. Unfortunately, it isn't listed next to the cost for each power, it is only listed in the introduction to the Movement Powers section (first paragraph of page 41). Note that all Bio Manipulation powers, including Healing, etc. are also personal.

So to get a ranged version of Flight we first need to buy the Affects Others enhancement for 1 point. And we want it to be usable at Close range, which means we need 1 point of actual range increments. But before we can buy any range, we need to have the Range descriptor on the power, which means we also need the Range enhancement (from page 39), in addition to the points spent actually buying the amount of range.

So Flight 2 at close range would cost 2 points for 2 ranks of Flight, +1 for Affects Others, +1 for the Range enhancement, and then another +1 for the Close range, for a total of 5 points.

Note: The same applies for area powers, you need the Area enhancement first, then pay for the size too.

So when you look at a power like Special Attack that has "Range" and "Area" on the first line, that just means they include the Range and Area enhancements inherently, and you can just start buying range/area increments immediately. So if you have Special Attack 2 and want it to be usable at Close range it costs a total of 3 points (2 for ranks, 1 for Close range) because it already has the requisite Range enhancement (ie, the "Range descriptor") built in.

Now, applying that same understanding to disadvantages, it means that Super Speed is inherently Tiring, and Force Field inherently requires Concentration, etc.

I could be wrong, so feel free to disagree, but that is my understanding.
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