"social" damage to Hits?
Posted: Tue Dec 28, 2010 3:01 pm
Based on something I was reminded of by a Bashman comment... Many times in super hero comic stories the hero (or villain) doesn't always beat the opponent solely by "whittling down" the HITS with direct damage.
BASH! notes this idea in the Core Mechanics for the Narrator to consider options that allow PCs to overcome foes in other ways. And I love those options.
However, what do you think of adding a system of "damage" of a "social" combat nature? Meaning that with some sort of "minor" part of a character's action - they can demoralize, talk down, rationalize, or in some other way "convince" the opponent "out" of some of their HITS.
A system that can add to the normal combat options and still do actual "damage" to the overall ability to stay "up" for the continued battle?
As an example...
Spiderman is constantly hurling insults and jibes at his opponents. What if those jibes aided (a little) in the strength of his punches - through bonuses to his hit/damage rolls OR more specifically taken as specific direct damage to the standard Hits of the villain.
I think the rules (as they are) completely allow for a Narrator to interpret a character's action for "demoralizing" an opponent to be attempted and GIVE die bonuses in various ways. (am I correct?)
But I'm suggesting an option that allows for some sort of "minor action" during a combat/action scene that allows the character to do some method of "social" conflict that actually does a degree of damage to the SAME Hits his punch is doing.
Perhaps a character could take a Dice Penalty to the primary action they're doing for the Panel to allow a "social" challenge like this. And that social challenge is contested similar to a normal punch attack except with Mind as the Soak.
Or
To avoid unbalanced "extra" damage (with two damage soaks in a panel) have that "hit" from the social challenge add a Multiplier to the Damage of the next (his or other's) direct attack's damage roll.
thoughts?
-kev-
BASH! notes this idea in the Core Mechanics for the Narrator to consider options that allow PCs to overcome foes in other ways. And I love those options.
However, what do you think of adding a system of "damage" of a "social" combat nature? Meaning that with some sort of "minor" part of a character's action - they can demoralize, talk down, rationalize, or in some other way "convince" the opponent "out" of some of their HITS.
A system that can add to the normal combat options and still do actual "damage" to the overall ability to stay "up" for the continued battle?
As an example...
Spiderman is constantly hurling insults and jibes at his opponents. What if those jibes aided (a little) in the strength of his punches - through bonuses to his hit/damage rolls OR more specifically taken as specific direct damage to the standard Hits of the villain.
I think the rules (as they are) completely allow for a Narrator to interpret a character's action for "demoralizing" an opponent to be attempted and GIVE die bonuses in various ways. (am I correct?)
But I'm suggesting an option that allows for some sort of "minor action" during a combat/action scene that allows the character to do some method of "social" conflict that actually does a degree of damage to the SAME Hits his punch is doing.
Perhaps a character could take a Dice Penalty to the primary action they're doing for the Panel to allow a "social" challenge like this. And that social challenge is contested similar to a normal punch attack except with Mind as the Soak.
Or
To avoid unbalanced "extra" damage (with two damage soaks in a panel) have that "hit" from the social challenge add a Multiplier to the Damage of the next (his or other's) direct attack's damage roll.
thoughts?
-kev-