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does BASH! do low powered well??

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kevperrine
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does BASH! do low powered well??

Post by kevperrine »

As I consider the rules/planning for an upcoming campaign (the Nocturnals style game I've mentioned in other posts), my only concern with using BASH! for the rules system is this....

I have not played or Narrated an exclusively low-to-medium powered campaign. Think Daredevil comics, street level Batman or Nightwing/Robin comics, detective/noir style...

The one thing I remember experiencing the most during in-game-play with BASH! is the chance for MASSIVE successes and failures.
With the base-core system of 2D6 x (whatever) plus the matching numbers system... in one "panel" a hero might make an average result (or even a bad failure), while in the next (doing the same action) might blow the roof off of the success.

Now...
That is to say that most all the BASH! games I've been a part of HAVE BEEN with characters of medium-to-high powered levels.
That said.
I am concerned that in a game-campaign with the lower level style in mind, but the option/potential for PCs/NPCs to have a medium-to-high level power or two - this might BLOW the "suspension of disbelief" out the window and turn the game/action into a cartoon. When the style is going for a closer to realistic (but still "super") world physics.

My questions.

- have you even played or Narrated in a BASH! game to experience this and did it work or were there concerns.

- knowing the system as well as you do, do you THINK there is reason for concern or not (explain why please)

- do you have any suggestions for rule options that might aid with any genre-breaking problems (if you see them)?

- what pitfalls in playing the game at this level might you see happening in-game-play?


thanks for your thoughts!!
-kev-
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bigsteveuk
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Post by bigsteveuk »

All my guys max out an x3 that is their peak, so

The swordfighter has x3 to hit and dmg, but only with his blades.
The archer has x3 to hit and x3 to dmg with his bow
The Tarzan has only x2 to hit, but x3 (x4 when using scenery)
The highwayman has x3 to hit and dmg (but only with his special pistols)

So far worked really well, my general mook is around x2. Generally they slaughter them.

One of the most important things that helped make this work is the players only designed their concept and I turned that into the rules. This way I could keep them balanced and avoid powers I viewed as a pain (teleport, immunity to swords etc). I also made them invent 3+ villains they have met in the past, which has been very useful.

Also to let them be a bit more powerful I use the 1 hero point = 1d6 to the final result. This is a gamble though, so if they are 3 short, they could use 1 point and hope the d6 is 3 or more or use two to ensure they get the 3 (well unless they are very unlucky).

Hope this helps a little.
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Solarblast
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Post by Solarblast »

One way of doing it is to check out the optional rules and do fixed soaks. That means the characters cannot just soak really powerful attacks because they are fixed. Another way is to limit their multiplier as mentioned above.
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MrJupiter
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Post by MrJupiter »

Another thing is to make sure players make use of Intense Training "powers" so that they can raise a x1 multiplier to at least x2 or higher.

In a low powered game (mystery men campaign level) I once ran the characters kept really low Stat scores so that more powers could be accessed for their characters. Unfortunately many to-hit rolls were misses because there they had no meaningful multiplier.

For example, if Brawn is 1 and Agility is a 2 suggest that maybe the hero had a little training in boxing (thanks to a concerned uncle), giving him Weapon Specialization 1 (+1DM with unarmed strikes).
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WaylanderPK
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Post by WaylanderPK »

have you even played or Narrated in a BASH! game to experience this and did it work or were there concerns.
I'm narrating a Mystery Men level game on my site (http://www.computer-wizard.com.au/blueb ... m.php?f=83).
Biggest concern for me was flavour - I wanted to stick closely to the story of the day, Tarzan, The Shadow and * Tracey style characters. Theres a few Lonewolf sessions under our belt and you can have a gander at some of the play if you like.
knowing the system as well as you do, do you THINK there is reason for concern or not (explain why please)
No, I think the system works equally well at 2d6x1 as it does at 2d6*5 or 2d6*10. The one thing I use alot is the Heightened and Boosts. I number of the Martial Arts/Boxer types have x4 Soak, which means that an ordinary pistol (x2) is not all that scary. I usually give thugs some weapon tecnhique to make them a bit scarier.
do you have any suggestions for rule options that might aid with any genre-breaking problems (if you see them)?
Definately use the gritty rules,Static defence and static Soak. Also we roll to hit with minions and roll defence for blast and cones. As its all done by the forum the dice rolling for minions is quick, and seems to make more sense to me then making the PC's roll their Defence. To speed things up group them into Gangs or Mobs.
Also I reserve KB for dramatic and appropiate scenes. I've limited attacks and def to x5 (for PC's) but lowering the limit will skew the game more towards real life levels :). You could limit the soak against firearms/knives ect even further.
what pitfalls in playing the game at this level might you see happening in-game-play?
Can't think of any.
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BASHMAN
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Post by BASHMAN »

Kevin, this entire adventure is designed around the answer "Yes".

The image below is also a Link!

Image

I did this with caps of 2 on all stats for most characters, lots of intense training powers & gadgets. Martial Arts Mastery is a very useful power for lower-tier heroes, as is Weapon Technique.
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