Some rule questions after play
Posted: Sun Sep 26, 2010 3:14 am
My game gang just played our 2nd issue of BASH! Saturday and we all loved it! I have a few questions that I noted as we played, we went with rulings on things easily - but I'd like to get ideas about the rules we had questions for.
BASHMAN, if you read this and have answer ideas, I'll share them "officially" with my group when we play again next week!
We're playing a short set of story arcs for the next 2-3 weekends since our entire group can't make it to our normal game (a long running D&D3.5 game). We're playing in a "MysteryMen, Tick style" campaign where the heroes are all average or less. But it's been great fun all around!
Here are our questions and rule snags. If you have suggestions, I'd love to hear them. If you can point me to any rules in the book - just let me know. THANKS!
KNOCKBACK: when knocked back if you hit something before you fly back the entire knockback distance, do you take damage (when you hit something) for the distance you traveled before you hit or do you take the full damage for the full distance that you would have travelled?
Example: The Disposal gets punched and knockbacked 70' but he flies back 40' and slams into a building. Does he take the damage (as falling damage) for the 70' or just the 40'?
Also... If The Disposal gets knockedback for a total of 70' but happens to be right up against the building (only 5' behind him) does he take damage for hitting the wall?
MOVING
When moving in combat, can you move "through" enemies (or friends) square to go past them? Would you need to make any sort of check? Would it reduce your move (by half like getting up)? Can the person in your way try to stop you moving past as you go?
DROPPING THINGS
What action would it be to just drop an item? Can you just drop something on another character's turn? Example: Gus the Dimensional has Comrade Poke's voodoo doll, the Disposal wants to grab and eat it (destroying it utterly). Can Gus just drop the doll if it's NOT his turn?
SAVING SOMEONE
If you are holding a person (or big object) or you want to pick someone up does it take any sort of action? Or does drawing a weapons take an action?
GET OUT OF WAY
When it is not your turn and something comes at you (like a falling tree or traffic) is there any sort of "reactive" check you need to make to avoid getting hit? Another example... In an earthquake, when it's not your turn and the earth is ripping open near/under your feet, do you get a reactive chance to NOT fall in or to grab the side as you fall in?
PUSH
Can you use the Push power to "pull" someone toward you? Essentially pushing them toward you. Or would you need to use Telekinesis or another power to pull them?
HERO DICE
Can you spend more than one Hero Dice on the same page? On or when it's not your panel? Example: Can I spend a HD to get another dice to roll to my check, see that I still don't make it, then spend another to add another HD? If so, is there a limit that you can spend in a page or panel? Another Example: Can you spend a HD to react when it's NOT your turn, then spend a second HD to Power Stunt a power - interrupting to act?
CAPTAIN SAFETY
How would you make Captain Safety's powers?
Cap Safe has the ability to "change reality" in a panel to be able to make the person/action more "safe". Example: Mr. Dagger runs to slash at a poor innocent bystander, Captain Safety yells "You shouldn't run with scissors!" and all of a sudden Mr. Daggers' hands are covered in big foam blocks that will stop/slow his danger. Another Example: Cap Safe is watching traffic, he sees a child jumping in the backseat while the mother is putting on makeup and talking on the phone - "NOW I feel what ROAD-RAGE IS!!" as he reaches out and reality shifts to do "xxx" changing the situation to make it safe (whatever the player comes up with!).
He cannot use his powers in any other way than to "make things up to safety codes!" How would you do that?
Okay...
lots of questions.
thanks for ideas!
-kev-
BASHMAN, if you read this and have answer ideas, I'll share them "officially" with my group when we play again next week!
We're playing a short set of story arcs for the next 2-3 weekends since our entire group can't make it to our normal game (a long running D&D3.5 game). We're playing in a "MysteryMen, Tick style" campaign where the heroes are all average or less. But it's been great fun all around!
Here are our questions and rule snags. If you have suggestions, I'd love to hear them. If you can point me to any rules in the book - just let me know. THANKS!
KNOCKBACK: when knocked back if you hit something before you fly back the entire knockback distance, do you take damage (when you hit something) for the distance you traveled before you hit or do you take the full damage for the full distance that you would have travelled?
Example: The Disposal gets punched and knockbacked 70' but he flies back 40' and slams into a building. Does he take the damage (as falling damage) for the 70' or just the 40'?
Also... If The Disposal gets knockedback for a total of 70' but happens to be right up against the building (only 5' behind him) does he take damage for hitting the wall?
MOVING
When moving in combat, can you move "through" enemies (or friends) square to go past them? Would you need to make any sort of check? Would it reduce your move (by half like getting up)? Can the person in your way try to stop you moving past as you go?
DROPPING THINGS
What action would it be to just drop an item? Can you just drop something on another character's turn? Example: Gus the Dimensional has Comrade Poke's voodoo doll, the Disposal wants to grab and eat it (destroying it utterly). Can Gus just drop the doll if it's NOT his turn?
SAVING SOMEONE
If you are holding a person (or big object) or you want to pick someone up does it take any sort of action? Or does drawing a weapons take an action?
GET OUT OF WAY
When it is not your turn and something comes at you (like a falling tree or traffic) is there any sort of "reactive" check you need to make to avoid getting hit? Another example... In an earthquake, when it's not your turn and the earth is ripping open near/under your feet, do you get a reactive chance to NOT fall in or to grab the side as you fall in?
PUSH
Can you use the Push power to "pull" someone toward you? Essentially pushing them toward you. Or would you need to use Telekinesis or another power to pull them?
HERO DICE
Can you spend more than one Hero Dice on the same page? On or when it's not your panel? Example: Can I spend a HD to get another dice to roll to my check, see that I still don't make it, then spend another to add another HD? If so, is there a limit that you can spend in a page or panel? Another Example: Can you spend a HD to react when it's NOT your turn, then spend a second HD to Power Stunt a power - interrupting to act?
CAPTAIN SAFETY
How would you make Captain Safety's powers?
Cap Safe has the ability to "change reality" in a panel to be able to make the person/action more "safe". Example: Mr. Dagger runs to slash at a poor innocent bystander, Captain Safety yells "You shouldn't run with scissors!" and all of a sudden Mr. Daggers' hands are covered in big foam blocks that will stop/slow his danger. Another Example: Cap Safe is watching traffic, he sees a child jumping in the backseat while the mother is putting on makeup and talking on the phone - "NOW I feel what ROAD-RAGE IS!!" as he reaches out and reality shifts to do "xxx" changing the situation to make it safe (whatever the player comes up with!).
He cannot use his powers in any other way than to "make things up to safety codes!" How would you do that?
Okay...
lots of questions.
thanks for ideas!
-kev-