do/should "Hits" have a point value?
Posted: Wed Jan 12, 2011 10:57 pm
I mentioned this in passing in a thread before, but never really discussed it...
One thing I've toyed with in my games is to have the lesser members of super villain teams be varied in HITS. Similar to minions in a way...
I played several sessions with "normal" villain teams (of 5-6 members) with villains of the "henchmen" style (but still technically super villains) under the leader of the villain team...
Now... in many comic super stories a hero team battles a super villain that generally has a bunch of minions. But SOMETIMES the team battles a team of full super villains (with or without more minions).
That said ... it was my experience that even a average team of lower powered super villains (each having 100 Hits) vs. the normal 4-5 PC hero team takes a LONG time to "slog" through the battle.
So...
What I did was toy with having these lesser "henchmen" style (but still technically super villains) under the leader of the villain team have LESS "hits" than 100. Making up the "gap" difference between traditional minion rules (10, 20, 30, 40, 50 hits each) and the full 100 Hits of a normal character.
My questions.
Do you think this is appropriate? Necessary?
When building a villain character or a minion - HOW do I determine what "level" of Hits the character has?
and
Is or should there be a "point buy value" or a level-tie that goes with the point value of the character build... to list as examples. Or some/any other way to determine HOW to assign the level of HITS to a villain.
Maybe even having a short chart (like the minion rating chart on BASH! UE p.68) showing traditional level ratings for types of these lesser super villains that might make up a team of super villains. And notes on WHAT this lesser value of total Hits might mean for the character as a team member. To aid Narrators in the villain builds.
thoughts?
-kev-
One thing I've toyed with in my games is to have the lesser members of super villain teams be varied in HITS. Similar to minions in a way...
I played several sessions with "normal" villain teams (of 5-6 members) with villains of the "henchmen" style (but still technically super villains) under the leader of the villain team...
Now... in many comic super stories a hero team battles a super villain that generally has a bunch of minions. But SOMETIMES the team battles a team of full super villains (with or without more minions).
That said ... it was my experience that even a average team of lower powered super villains (each having 100 Hits) vs. the normal 4-5 PC hero team takes a LONG time to "slog" through the battle.
So...
What I did was toy with having these lesser "henchmen" style (but still technically super villains) under the leader of the villain team have LESS "hits" than 100. Making up the "gap" difference between traditional minion rules (10, 20, 30, 40, 50 hits each) and the full 100 Hits of a normal character.
My questions.
Do you think this is appropriate? Necessary?
When building a villain character or a minion - HOW do I determine what "level" of Hits the character has?
and
Is or should there be a "point buy value" or a level-tie that goes with the point value of the character build... to list as examples. Or some/any other way to determine HOW to assign the level of HITS to a villain.
Maybe even having a short chart (like the minion rating chart on BASH! UE p.68) showing traditional level ratings for types of these lesser super villains that might make up a team of super villains. And notes on WHAT this lesser value of total Hits might mean for the character as a team member. To aid Narrators in the villain builds.
thoughts?
-kev-