Concerns about Immobilize
Posted: Sat Apr 10, 2010 11:02 am
I've been leery of the Immobilize power since my first read-through of the rules, and I want to see if my concerns are valid or not.
It seems to me that it is much more potent, at least in a majority of situations, than other combat powers. Or maybe not that it is more potent, but that it is less fun. It has a much higher chance of being a one-shot victory than the other combat powers, and that just isn't a lot of fun.
With immobilize, you have the ability to totally negate someone's movements and attacks. With a static difficulty of 10 / rank, for 5 points you can take a power that has to hit just once to totally negate all minions and even most heroes / villains. Even low-end superhumanly strong characters will have trouble escaping that, with Spiderman (with a 3 Brawn) needing to roll a 17+, or spend a Hero Die, and someone like the Thing with Brawn 4 still needing a non-trivial 13+. And it doesn't say anything about breaking if the target is attacked, so they are also sitting ducks for any follow-up attacks you or your teammates make.
Compare that to an attack power. Looking at the world-class archetypes, the high end damages tend to run in the x5 to x8. The champion has x5, the demi-god has x6 or x7, the living elemental and power armor can get up to x8. Given a x8 damage, the average damage is 56, and it will typically range from 40 to 72.
That level of attack power is fairly likely to take out a minion in one hit, although some minions like the alien shock trooper actually can survive one hit if the hero rolls poorly. So in this situation, immobilize and the best attack builds are basically equivalent.
The difference is when it comes to heroes and villains. Many heroes and villains have the same Brawn as minions, but they have much higher damage tolerance (many have some extra soak, and all have 100 hits). Barring the occasional freak exploding dice roll or Attack Weak Spot, even that x8 damage attack will probably take at least two or three hits minimum to disable any hero or villain, and the target has time to react and counter it in between.
In comparison, of the world-class archetypes, more than half will be effectively taken out in one shot by Immobilize 5 (barring the use of Hero Dice, which can also be used on avoiding/resisting damage), and many of the remainder have Brawn 4 and will still need a 13+ to get free, so it may take a few rounds during which you and your allies can freely beat on them.
I am new to BASH, and I recognize that my concerns with Immobilize might not be valid. In actual play, maybe it won't really work out like this, which is why I am posting here.
What have been your experiences with high ranks of Immobilize in actual play?
For example, AslanC, if you read this, I noticed that one of your players, Zero G, didn't have a standard attack power at all, but had Immobilize 5. Does he use it as his main combat power, and do you find it difficult to use anyone except high-Brawn villains against him?
As a side note, I've been considering alternatives that will make it more balanced against a wider range of heroes/villains without neutering it against minions. Here is my current front-runner for a house rule, but I haven't decided to use it yet.
When you take immobilize, you must choose one of the following restrictions:
* It is a physical manifestation (ice, chains, webbing, etc) and the target can use his own attack's Damage Multiplier instead of his Brawn to resist it. The difficulty remains 10/rank. In this example, Wolverine can slash it with his claws (rolling DM vs. the Immobilize difficulty), Cyclops can give it an optic blast, and the Human Torch can burn his way out. This lets them potentially escape a high-rank immobilize on even footing with the bricks on their teams.
* If it is an energy (or mental) manifestation, the target can only resist with Brawn (or an opposing energy?). However, the immobilize doesn't have a flat difficulty of 10/rank, but instead rolls against each escape attempt with a multiplier equal to the Rank.
* It negates movement but not attacks, and is resisted by Brawn with a difficulty of 10 / rank.
I'd welcome feedback on that house rule too.
Thanks for reading this far!
It seems to me that it is much more potent, at least in a majority of situations, than other combat powers. Or maybe not that it is more potent, but that it is less fun. It has a much higher chance of being a one-shot victory than the other combat powers, and that just isn't a lot of fun.
With immobilize, you have the ability to totally negate someone's movements and attacks. With a static difficulty of 10 / rank, for 5 points you can take a power that has to hit just once to totally negate all minions and even most heroes / villains. Even low-end superhumanly strong characters will have trouble escaping that, with Spiderman (with a 3 Brawn) needing to roll a 17+, or spend a Hero Die, and someone like the Thing with Brawn 4 still needing a non-trivial 13+. And it doesn't say anything about breaking if the target is attacked, so they are also sitting ducks for any follow-up attacks you or your teammates make.
Compare that to an attack power. Looking at the world-class archetypes, the high end damages tend to run in the x5 to x8. The champion has x5, the demi-god has x6 or x7, the living elemental and power armor can get up to x8. Given a x8 damage, the average damage is 56, and it will typically range from 40 to 72.
That level of attack power is fairly likely to take out a minion in one hit, although some minions like the alien shock trooper actually can survive one hit if the hero rolls poorly. So in this situation, immobilize and the best attack builds are basically equivalent.
The difference is when it comes to heroes and villains. Many heroes and villains have the same Brawn as minions, but they have much higher damage tolerance (many have some extra soak, and all have 100 hits). Barring the occasional freak exploding dice roll or Attack Weak Spot, even that x8 damage attack will probably take at least two or three hits minimum to disable any hero or villain, and the target has time to react and counter it in between.
In comparison, of the world-class archetypes, more than half will be effectively taken out in one shot by Immobilize 5 (barring the use of Hero Dice, which can also be used on avoiding/resisting damage), and many of the remainder have Brawn 4 and will still need a 13+ to get free, so it may take a few rounds during which you and your allies can freely beat on them.
I am new to BASH, and I recognize that my concerns with Immobilize might not be valid. In actual play, maybe it won't really work out like this, which is why I am posting here.
What have been your experiences with high ranks of Immobilize in actual play?
For example, AslanC, if you read this, I noticed that one of your players, Zero G, didn't have a standard attack power at all, but had Immobilize 5. Does he use it as his main combat power, and do you find it difficult to use anyone except high-Brawn villains against him?
As a side note, I've been considering alternatives that will make it more balanced against a wider range of heroes/villains without neutering it against minions. Here is my current front-runner for a house rule, but I haven't decided to use it yet.
When you take immobilize, you must choose one of the following restrictions:
* It is a physical manifestation (ice, chains, webbing, etc) and the target can use his own attack's Damage Multiplier instead of his Brawn to resist it. The difficulty remains 10/rank. In this example, Wolverine can slash it with his claws (rolling DM vs. the Immobilize difficulty), Cyclops can give it an optic blast, and the Human Torch can burn his way out. This lets them potentially escape a high-rank immobilize on even footing with the bricks on their teams.
* If it is an energy (or mental) manifestation, the target can only resist with Brawn (or an opposing energy?). However, the immobilize doesn't have a flat difficulty of 10/rank, but instead rolls against each escape attempt with a multiplier equal to the Rank.
* It negates movement but not attacks, and is resisted by Brawn with a difficulty of 10 / rank.
I'd welcome feedback on that house rule too.
Thanks for reading this far!