On BASH And Dice-Rolling Philosophies (long!)
Posted: Thu Sep 09, 2010 1:11 pm
For those who haven't been following it, I've been playing in a one-player game in the Play By Post forum here, run by the illustrious Dustland. I went into the game to learn the BASH system, having come across it a month and a half ago.
I came across something in the game that I felt I needed to discuss with other folks more experienced with the system to help clarify my understanding. Please let me be clear that this is in no way shape or form a slam of Dustland's deft GM'ing, or the BASH system in general. I'm just trying to work this out in my head.
The situation that sparked this was a combat between my character and a NPC. After two or three rounds of whiffing every shot I threw, I attempted to spice up the combat by trying the old "throw dirt into the other guy's face" trick. Dustland informed me that doing so would require me to achieve a success + 10. My thought was that if I couldn't hit the guy outright, trying to go 10 over what I needed was even less likely.
Allow me to digress a moment to explain: while I understand that a certain amount of abstraction in combat is needed, I generally don't favor having it turn into just a bunch of rolls (y'know, "I hit, you hit, I miss, you hit" ad nauseum). In fact, one of the things that attracted me to a Certain Well-Known Superhero RPG way back in the early 80's was the fact that it included a combat maneuver chart, providing players with options in a fight.
Now, I'm not saying that BASH needs more crunch in the combat rules. It's more that the blanket "success+10" concept seems to discourage creativity a little too much, IMO. Here, follow my logic and let me know if and where I'm going wrong.
Let's take two characters, both with Agility 2. Assuming an average dice roll (7) for Defense for a total of 14, the attacker would need to roll a total 24 (12x2, or boxcars) to manage the +10 threshold. If both characters have Agility 3, the attacker would still need to roll 10 or better to do anything else but just hit the guy. Essentially, the only way for a character to have a decent chance of doing anything clever is having a stat at least 2 above the opponent's.
What if the attacker uses a Hero die to add to the roll? Well, the problem is that it doesn't really help. A die gives you an average of 3 in a roll (well, 3.5 to be exact, but go with me on this). So again, you need a stat of more than 3 to get close to an even chance to succeeding in doing anything else than just hit the guy.
And yes, I'm not considering doubles because both characters have an equal chance of rolling them, so they don't really provide an edge to the attacker.
I would humbly suggest that, while Called Shots (i.e. aiming for a specific body part for increased damage/effect) should have some sort of modifier to make it harder (although a +10 might be a bit much), performing a trick or some other non-damaging effect (i.e. tossing dirt in the other guy's face, causing a pile of boxes to land on him) shouldn't be.
Otherwise, I might as well just keep mindlessly bashing and hope I finally get a hit in, someday.
Thanks for listening to my ramble.
I came across something in the game that I felt I needed to discuss with other folks more experienced with the system to help clarify my understanding. Please let me be clear that this is in no way shape or form a slam of Dustland's deft GM'ing, or the BASH system in general. I'm just trying to work this out in my head.
The situation that sparked this was a combat between my character and a NPC. After two or three rounds of whiffing every shot I threw, I attempted to spice up the combat by trying the old "throw dirt into the other guy's face" trick. Dustland informed me that doing so would require me to achieve a success + 10. My thought was that if I couldn't hit the guy outright, trying to go 10 over what I needed was even less likely.
Allow me to digress a moment to explain: while I understand that a certain amount of abstraction in combat is needed, I generally don't favor having it turn into just a bunch of rolls (y'know, "I hit, you hit, I miss, you hit" ad nauseum). In fact, one of the things that attracted me to a Certain Well-Known Superhero RPG way back in the early 80's was the fact that it included a combat maneuver chart, providing players with options in a fight.
Now, I'm not saying that BASH needs more crunch in the combat rules. It's more that the blanket "success+10" concept seems to discourage creativity a little too much, IMO. Here, follow my logic and let me know if and where I'm going wrong.
Let's take two characters, both with Agility 2. Assuming an average dice roll (7) for Defense for a total of 14, the attacker would need to roll a total 24 (12x2, or boxcars) to manage the +10 threshold. If both characters have Agility 3, the attacker would still need to roll 10 or better to do anything else but just hit the guy. Essentially, the only way for a character to have a decent chance of doing anything clever is having a stat at least 2 above the opponent's.
What if the attacker uses a Hero die to add to the roll? Well, the problem is that it doesn't really help. A die gives you an average of 3 in a roll (well, 3.5 to be exact, but go with me on this). So again, you need a stat of more than 3 to get close to an even chance to succeeding in doing anything else than just hit the guy.
And yes, I'm not considering doubles because both characters have an equal chance of rolling them, so they don't really provide an edge to the attacker.
I would humbly suggest that, while Called Shots (i.e. aiming for a specific body part for increased damage/effect) should have some sort of modifier to make it harder (although a +10 might be a bit much), performing a trick or some other non-damaging effect (i.e. tossing dirt in the other guy's face, causing a pile of boxes to land on him) shouldn't be.
Otherwise, I might as well just keep mindlessly bashing and hope I finally get a hit in, someday.
Thanks for listening to my ramble.