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"social" damage to Hits?

Posted: Tue Dec 28, 2010 3:01 pm
by kevperrine
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-

Posted: Tue Dec 28, 2010 3:06 pm
by BASHMAN
"Social Combat" is a listed "Extended Check". I'd do it that way, if it wasn't purely Role-playing.

Posted: Tue Dec 28, 2010 3:35 pm
by kevperrine
BASHMAN wrote:"Social Combat" is a listed "Extended Check". I'd do it that way, if it wasn't purely Role-playing.

HA!!
LOL.... Sir... (almost) every time I look for something in BASH! you seem to find the answer (in the core rules) that I have missed or not associated with my question.

So. Continued question on this. Would you then say that a "social combat" could (and often SHOULD - in the case of a hero like Spiderman!) be going on at the same time as the normal combat?

With that... perhaps the "outcome" could/should be adjusted for "social combat" happening DURING a normal action scene.
Meaning... It's not always reasonable for "Sandman" to get beaten in the social combat Extended Check system and just submit to Spidey (which I assume is how you would define the "win condition" once the goal is achieved).

What if the "outcome" event was that Sandman's "Hit's" were reduced by half or lowered in some other way?
Then, on top of that to "combat" this (as the villain or as the PC if a villain is doing it to them!) allow the character to take an action to reduce the Extended Check total by either taking a second to steal themselves or allowing another friend to aid them.


Again... that all might be considered in the core rules that I'm not associating. Thanks for thoughts.


[SIDEBAR]
On the subject of my own non-association of rule options. BASHMAN... do you think it would be worth it to create a short (one page) "suggestions" for how to use and/or combine separate rules (like the above) as a Narrator and Player option?

My thought... I'd have never thought to combine/include the "social combat" as an Extended Check in with the action of a combat scene as a REGULAR option for characters (PCs or Villains).
It might be nice to have a simple list of rule "combos" that make sense to take advantage of the BASH! rules to make them simulate comic book stories and action even more than a more simplistic use of the rules.
At base, it seems, that I (after several months of reading/using BASH!) am still "learning" new ways to combine rules that are not directly linked in the Core Rules.

When you (or others) mention it... it seems obvious and awesome. But in fact, it's NOT as obvious to someone that's new(ish) to the rules. So a simple suggestion sheet for BASH! rule combos might be neat and helpful to have.


Thoughts anyone?

Posted: Tue Dec 28, 2010 8:48 pm
by BASHMAN
So. Continued question on this. Would you then say that a "social combat" could (and often SHOULD - in the case of a hero like Spiderman!) be going on at the same time as the normal combat?
Why not? It's the same as letting someone defuse a bomb or make any other sort of skill check during combat. Essentially if they're doing that, it is in place of doing the usual attack type actions for the panel.

I remember in one comic the way Spiderman beat Venom was by having Brock's ex-wife show up during the combat- and then she talked him down.

Posted: Tue Dec 28, 2010 8:50 pm
by BASHMAN
Meaning... It's not always reasonable for "Sandman" to get beaten in the social combat Extended Check system and just submit to Spidey (which I assume is how you would define the "win condition" once the goal is achieved).
Agreed. Only when the Narrator deems it appropriate. Essentially, if the player suggests it, and it's likely to work, the Narrator can say to go for it. If it won't work, they can say "there's no reasoning with him right now- he's too angry" or something like that.