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Special Attack (Variable)
Posted: Mon Mar 12, 2012 12:18 pm
by AngryGhost
I was just wondering if the mathematically inclined out there have put a "cheat sheet" together of the different variations you could use. (doesn't have to be wholly complete)
The descrption in the book lacks examples and I find folk glossing over what I feel is perhaps the most universally awesome power (with enhancement).
Also, just as it was never answered I'll necro an old thread question by Ratix as it's relevant to a degree:
"In addition to paying for the Variable Enhancement on a power, can you also spend points on the Range or Area enhancements to arrange? For instance, instead of just having Special Attack 5 [Variable] 6pts, can you have Special Attack 5 [Range +1, Variable] 7pts, and have an extra point to assign to range with any attack variation? So the shortest-range attack might be +5DMG, Close Range. Alternately, you could spend the point on Area, which could be used to add to Burst, Line, Arc, or Ricochet."
Posted: Mon Mar 12, 2012 6:16 pm
by BASHMAN
The problem with your first question is that there is infinite combinations and builds possible just for that one power. So there cannot be any "one sheet to rule them all" for Special Attack. Unless it was super huge.
Awesome Powers #1 is going to have a number of different Special Attack powers for each power suite. You'll see chain lighting, heat rays, stone weapons, and various other things in there.
The good news is that I've got some help on this project, and the first issue is making good progress. The Fire, Electricity, and Earth Suites are finished, as is all the extra enhancements and limitations, new powers, etc, that will be included.
The Ice, Water, and Wind Suites are progressing well now. Once all six suites are ready, we'll have our Awesome Powers #1.
Posted: Wed Mar 14, 2012 9:32 pm
by MrJupiter
Yes. I agree with BASHMAN as the possibilities are nearly limitless. My friend created a multiplying character with a Special Attack representing a small burst area attack where his character would 'explode' into his many Duplicates for a fraction of a second, pummeling every villain around him and recombine into one unified whole immediately after the attack.
Also, as to my reading of the rules, I'd offer an alternative to Ratix's statement about the minimum range of a Special Attack that has a pre-purchased range. Since it is Variable, I’d rule it possible to range zero a special attack for a cool touch attack or physical strike. The pre-purchased range would just help to keep the potency of the power (“to hit” or “DM”) a little farther before you’d have to start sacrificing them for even greater range. Still, the investment in pre-purchased range shouldn’t be used to boost the “to hit” or “DM” if the player decides to make the attack at touch range.
Posted: Wed Mar 21, 2012 10:53 am
by AngryGhost
coolness, thanks
Posted: Thu Mar 22, 2012 1:28 am
by kevperrine
MrJupiter wrote:Yes. I agree with BASHMAN as the possibilities are nearly limitless. .
Agreed, BUT the "problem" with just accepting this and not having examples (I'm all for a dozen+ examples, perhaps as a B.A.M. articles?!?!!)... The reason being, until given examples - folks without DETAILED reading and play of the BASH! rules might not even have a style alternative (that's within the rules creatively done) of design idea FOR that (and other) power.
Creating a version of Special Attack that functions with all the style/ability of say... Cyclops' Optic Blast, then commentary for how "this power" replicates the eye-beam blasts of a popular mutant team leader, etc... etc... (to hint that it's Cyclops, if BASH! official isn't allowed to name him in the article/book text).
Do the same for the TOP dozen or so Marvel, DC, Image, and indie comic characters (that are different enough) and AWESOME.
I think that's BASH!'s greatest strength and weakness. The ability to design creatively ANY power with the simple power sets in the core book, but sometimes some NEW players just don't think of doing so - without having the power NAMED "xxx" ... so they assume BASH! can't do it or doesn't have it in the rules.
It really does take alot of absorbing time (through reading or play) to really GET the robust nature of the simplicity ability to design within the BASH! rules as written.
make sense??
-kev-
Posted: Thu Mar 22, 2012 2:43 am
by urbwar
kevperrine wrote:
Agreed, BUT the "problem" with just accepting this and not having examples (I'm all for a dozen+ examples, perhaps as a B.A.M. articles?!?!!)... The reason being, until given examples - folks without DETAILED reading and play of the BASH! rules might not even have a style alternative (that's within the rules creatively done) of design idea FOR that (and other) power.
There are seven examples in the BASH UE rule book all ready (in the blaster template); that's a good starting point, and one I think tends to be overlooked. Granted, it doesn'tfeature a lot of the options (like Arc, Cone or Line), but it does have 2 powers with Burst.
I do agree that more examples would be helpful. Something I'll have to consider for any future projects that feature characters with the variable advantage in their power set.
Posted: Thu Mar 22, 2012 4:15 am
by AngryGhost
I sort of agree with both points here - the character templates give a great indication on how certain powers work, or can be utilised.
I do find myself even now though having to jump back and forth between templates and powers - especially when explain ing what something can do, or have the possibility to do.
I would have liked to have seen a similar treatment to something like special attack that happened in the colour print for X-Mastery.
But it's only a niggle, I love the game enough to persuade the better half for a second copy in colour.