UE: First Impressions
Posted: Sun Aug 19, 2012 12:18 am
I’ve been trying to buy it (after getting the Basic Edition) for the past two weeks, but problems with my bank account prevented me. Now that it’s fixed, I downloaded the game yesterday. The following are my first comments and questions. Keep in mind I haven’t finished reading everything- I realize I could have missed or misunderstood something!
(Btw sorry if this long, but I figured, putting it all in its own thread would be less difficult than tracking half a dozen other ones.)
-The addition of campaign levels over and below Street Level is very useful and well done. I’m particularly impressed by the Cosmic Level material- you hardly ever see those in games, often being dismissed as “too hard to play!”
-I get the impression that it is OK now for Heroes to have Stats of 1, or even 0? That’s a great idea, and something I felt the original version lacked (not every superhero has the strength and agility of a football star- some are quite unimpressive without their powers!)
-The Powers Categories seem a little mixed up. Usually these are arranged by Type of Powers or by Effect. Here we have both: Bio-Manipulation, Mental, (and Cosmic) kind of have a theme; Perception and Movement powers are usually used to round out powersets rather than standing in their own (you can base a character around one –a Speedster, say- but it is less common) ; Combat is both Attack and Defense (why not split it up?) and Mastery is BOTH about theme (except the player chooses it) AND a variety of effects. Personally, I prefer to arrange powers by theme (and then subdivide them by use.) But that’s just me.
(Note I didn’t list Intense Training as a category- that’s because I consider those Skills, not powers- and you even admit it yourselves! I’m not saying they shouldn’t be included, just not classed as Powers.)
-The powers themselves are OK, and I see you’ve added many ones that were missing in the original. Great!
-About Alternate Powers: why are these not listed by themselves? Most of them are pretty well established ones. Is it because they have the same statistics (cost etc.) as its “parent power”? (I’m assuming they do, anyway?)
(And btw, how come Astral Projection isn’t automatically Invisible? That isn’t only typical, but it would justify making it cost more than ghost form.)
-Here’s one that I’ve wondered about from the start; why don’t Skills cost points? This is a big difference from nearly every other point-based game I’ve seen. Is it because they’re not combat-related? (Admittedly, in those other systems, characters tend to be LOADED with skills just because they can be, to unrealistic levels; most heroes aren’t that gifted.)
Speaking of which, giving characters skills based on their Agility and Mind numbers is a bit odd to me. Yes, I can see it explains their potential, but skills are also the result of the training and experiences of the character. Yes I know you can increase or decrease the number of skills in various ways, but they sound unnecessarily complicated to me. I’d give each Player Character one skill to start with (with a specialty, if desired) according to his or her occupation; maybe two (to represent a hobby) and an extra one if the player convinces me that it fits the character design (a reward for good creation.) More Skills could be learned in play but the character would have to spend time to learn them (could be between issues though).
-Similarly, I wondered why Advantages and Disadvantages didn’t cost points, and were instead paired against each other. Not all characters happen to have the exact same number of advantages and problems (in fact few do.) I’m glad there’s an optional rule for that now, I’d definitely use it. (Or if, they have to be paired for balance, then require them to be related in some way- A hero with Celebrity would likely have at least one Enemy, for example.)
(Also, some of the Advantages were more like Powers, and some of the Disadvantages like Weaknesses, but that requires more specific case-by-case analysis.)
-Hero Points and Setbacks: I like these. It’s a great way to make sure a character can work in a power level too strong (or too weak) for him/her. One question: what happens if the campaign level goes up (or down) as time goes? Like maybe the campaign takes a turn for the Cosmic (or conversely, becoming more “Street Level”); a character’s bonus (or penalty) might suddenly become too strong (or too weak). Can the starting points be reset or eliminated?
-I dislike the term “mental malfunction”-it makes it sound like there’s something crazy about wanting to be a hero. Well, maybe there is if looked at in a cynical way, but it is perfectly Ok in the comics, so it sounds odd here. Besides, it also sounds more serious than it really is, since it has no actual rules effect (that I‘ve noticed so far.) I’m not saying it’s a pointless feature, in fact I like the idea of listing a character’s motivations (it helps with roleplaying) I’d just prefer it be renamed something else- “Personality” maybe.
-OK, this really baffles me: Why don’t Power Limitations beyond the first one count anymore? Is this a way to discourage the players from taking too many? It doesn’t seem to be a problem in other games. Why even allow more than one Limitation then? How about require one limitation for every enhancement?
That’s all for now. I’ll post more questions or suggestions later if I have them. Be assured, I’ve enjoyed reading this book, and I am looking forward to more BASH! Products in the future.
(Btw sorry if this long, but I figured, putting it all in its own thread would be less difficult than tracking half a dozen other ones.)
-The addition of campaign levels over and below Street Level is very useful and well done. I’m particularly impressed by the Cosmic Level material- you hardly ever see those in games, often being dismissed as “too hard to play!”
-I get the impression that it is OK now for Heroes to have Stats of 1, or even 0? That’s a great idea, and something I felt the original version lacked (not every superhero has the strength and agility of a football star- some are quite unimpressive without their powers!)
-The Powers Categories seem a little mixed up. Usually these are arranged by Type of Powers or by Effect. Here we have both: Bio-Manipulation, Mental, (and Cosmic) kind of have a theme; Perception and Movement powers are usually used to round out powersets rather than standing in their own (you can base a character around one –a Speedster, say- but it is less common) ; Combat is both Attack and Defense (why not split it up?) and Mastery is BOTH about theme (except the player chooses it) AND a variety of effects. Personally, I prefer to arrange powers by theme (and then subdivide them by use.) But that’s just me.
(Note I didn’t list Intense Training as a category- that’s because I consider those Skills, not powers- and you even admit it yourselves! I’m not saying they shouldn’t be included, just not classed as Powers.)
-The powers themselves are OK, and I see you’ve added many ones that were missing in the original. Great!
-About Alternate Powers: why are these not listed by themselves? Most of them are pretty well established ones. Is it because they have the same statistics (cost etc.) as its “parent power”? (I’m assuming they do, anyway?)
(And btw, how come Astral Projection isn’t automatically Invisible? That isn’t only typical, but it would justify making it cost more than ghost form.)
-Here’s one that I’ve wondered about from the start; why don’t Skills cost points? This is a big difference from nearly every other point-based game I’ve seen. Is it because they’re not combat-related? (Admittedly, in those other systems, characters tend to be LOADED with skills just because they can be, to unrealistic levels; most heroes aren’t that gifted.)
Speaking of which, giving characters skills based on their Agility and Mind numbers is a bit odd to me. Yes, I can see it explains their potential, but skills are also the result of the training and experiences of the character. Yes I know you can increase or decrease the number of skills in various ways, but they sound unnecessarily complicated to me. I’d give each Player Character one skill to start with (with a specialty, if desired) according to his or her occupation; maybe two (to represent a hobby) and an extra one if the player convinces me that it fits the character design (a reward for good creation.) More Skills could be learned in play but the character would have to spend time to learn them (could be between issues though).
-Similarly, I wondered why Advantages and Disadvantages didn’t cost points, and were instead paired against each other. Not all characters happen to have the exact same number of advantages and problems (in fact few do.) I’m glad there’s an optional rule for that now, I’d definitely use it. (Or if, they have to be paired for balance, then require them to be related in some way- A hero with Celebrity would likely have at least one Enemy, for example.)
(Also, some of the Advantages were more like Powers, and some of the Disadvantages like Weaknesses, but that requires more specific case-by-case analysis.)
-Hero Points and Setbacks: I like these. It’s a great way to make sure a character can work in a power level too strong (or too weak) for him/her. One question: what happens if the campaign level goes up (or down) as time goes? Like maybe the campaign takes a turn for the Cosmic (or conversely, becoming more “Street Level”); a character’s bonus (or penalty) might suddenly become too strong (or too weak). Can the starting points be reset or eliminated?
-I dislike the term “mental malfunction”-it makes it sound like there’s something crazy about wanting to be a hero. Well, maybe there is if looked at in a cynical way, but it is perfectly Ok in the comics, so it sounds odd here. Besides, it also sounds more serious than it really is, since it has no actual rules effect (that I‘ve noticed so far.) I’m not saying it’s a pointless feature, in fact I like the idea of listing a character’s motivations (it helps with roleplaying) I’d just prefer it be renamed something else- “Personality” maybe.
-OK, this really baffles me: Why don’t Power Limitations beyond the first one count anymore? Is this a way to discourage the players from taking too many? It doesn’t seem to be a problem in other games. Why even allow more than one Limitation then? How about require one limitation for every enhancement?
That’s all for now. I’ll post more questions or suggestions later if I have them. Be assured, I’ve enjoyed reading this book, and I am looking forward to more BASH! Products in the future.