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Combat Manuevers for BASH.

Posted: Mon Mar 19, 2012 9:20 pm
by WaylanderPK
[edited to make clearer]
Been thinking about letting Characters use the following combat manuevers.

Balanced: The Character seeks to hit and stay out of harms way, this is the default.
Dodge: With this manuever the character forsakes attacking for staying out of harms way. The charcater gets a +4 Dice Modifier on Defence rolls until his/her next panel.
Agressive: +1 Dice Modifier on Attack Rolls -2 Dice Modifer on Defences Rolls until his/her next panel
Defensive: +1 Dice Modifieron Defence Rolls -2 Dice Modifier on Attack Rolls until his/her next panel
All Out: With this manuever the character forsakes Defence for attack. The charcater gets a +2 Dice Modifier on attack rolls but -x1 and -4 Dice Modifier on Defence Rolls until his/her next panel.



Comments?

Posted: Tue Mar 20, 2012 2:16 am
by BASHMAN
What are you using +DM to stand for. It is supposed to stand for "Damage Multiplier" but here I think you are using it as a Dice Bonus. Is that right?

Re: Combat Manuevers for BASH.

Posted: Thu Mar 22, 2012 11:02 pm
by MrJupiter
BASHMAN wrote:What are you using +DM to stand for. It is supposed to stand for "Damage Multiplier" but here I think you are using it as a Dice Bonus. Is that right?
That’s the gist I’m getting as well. Dodge, with a +4 Dice Bonus would be very handy for those characters handicapped by an Agility 1 (and no useful powers to compensate).
WaylanderPK wrote:[edited to make clearer]
Been thinking about letting Characters use the following combat manuevers.

Balanced: The Character seeks to hit and stay out of harms way, this is the default.
Dodge: With this manuever the character forsakes attacking for staying out of harms way. The charcater gets a +4 Dice Modifier on Defence rolls until his/her next panel.
Agressive: +1 Dice Modifier on Attack Rolls -2 Dice Modifer on Defences Rolls until his/her next panel
Defensive: +1 Dice Modifieron Defence Rolls -2 Dice Modifier on Attack Rolls until his/her next panel
All Out: With this manuever the character forsakes Defence for attack. The charcater gets a +2 Dice Modifier on attack rolls but -x1 and -4 Dice Modifier on Defence Rolls until his/her next panel.



Comments?
I like where you’re going with this, WaylanderPK. The Dodge idea is definitely something I think BASH needs. Defining the status quo as “Balanced” is a great way to establish a baseline that Dodge, Aggressive, Defensive, and All Out can branch from. These will be interesting to try out in a game.

Posted: Fri Mar 23, 2012 12:08 am
by WaylanderPK
One of my players pointed out the disadvantage for going all out wasn't really a disadvantage for a x8+10 Soaking monster with immunity to attack weak spot. Still I think there is some merit in the maneuvers idea - perhaps charge a hero point for using them?

Posted: Fri Mar 23, 2012 8:15 am
by Baelor
WaylanderPK wrote:One of my players pointed out the disadvantage for going all out wasn't really a disadvantage for a x8+10 Soaking monster with immunity to attack weak spot. Still I think there is some merit in the maneuvers idea - perhaps charge a hero point for using them?

A while back I had had a similar thought for maneuvers and that problem is what stopped me. But reconsidering:

- We see bruisers [The Hulk and The Thing come immediately to mind] wind up and us haymakers all the time in the comics, sacrificing their chance to evade an attack for a stronger punch.

- An All-Out character would be just as vulnerable to attacks that don't do damage - Nullify, Slow, Weaken, what have you. This is another thing you see in comics a lot. Ex: Spidey suckering the hulk into an All-Out smash, then tossing some web in his eyes or similar [A called shot would be much easier against All-Out characters too].

I think there is good stuff here. Maybe the balance is in the numbers?

Posted: Fri Mar 23, 2012 8:39 am
by AngryGhost
I like this - should be in the next BAM with some work - I might use it :-)

BAM 5 still isn't on the download page btw

Posted: Sat Mar 24, 2012 12:12 pm
by MrJupiter
Hey Baelor. That is a very good point. Those uber strong and damage-soaking characters are generally lower on their Defense ratings anyway, so an All-Out Attack is definately going to make them a sitting duck for the next page (losing a multiplier and -4 Dice penalty).

Posted: Sat Mar 24, 2012 5:38 pm
by WaylanderPK
Yep that is a good point Baelor :) I had't contemplated Weaken/Nullify.

I'll be giving this a go in my game. I'll let you know how it pans out.

Posted: Sun Mar 25, 2012 1:05 am
by kevperrine
Baelor wrote: I think there is good stuff here. Maybe the balance is in the numbers?

I think this is a great idea to finish up and balance the numbers, as well as including a short "between the panels" (Narrator Commentary) noting those examples for WHY these are good ideas to use/include - meaning the things you noted on characters like the Hulk the the Thing.

Anyone wanna clean it up soon to use in B.A.M. #6? Baelor?? Anybody??? :)

On that note - this makes me think, are there "team-up" combo-maneuvers for two Brick characters for one to Grapple (the classic maneuver for the Thing) holding the opponent's arms behind his back as another character haymakers the opponent?
That'd be a cool team-up maneuver to have!!


neat!
-kev-

Posted: Sat Mar 31, 2012 10:07 am
by WaylanderPK
Had a crack at tidying it up

Combat Manoeuvres

Mighty Man is being sorely tested my Destructo, hoping to buy more time until his team mates can join him he decides to go on the defensive.

Confident that Micro Man is on his last legs, Dr Combat goes on the offensive, swapping his Kung Fu Style from Stork to the more aggressive Tiger.

The Jumping Jack wants no part in fighting the Jolly Green Giant, deciding that discretion is the better part of valour he concentrates on not being turned into Jack Jam, dodging this way and that.

The ninja strikes quickly, its Katana lashing out. Needing to end this fight quickly Bull winds up a hay-maker, going all out to finish the pesky assailant.


The idea of manoeuvres is to allow characters a little more variety in how they approach a fight. Sometimes the character needs to to tie up a villain, even if they can't hurt them, or the Hero needs to finish the fight quickly. These manoeuvres add some variety to the proceedings.

Balanced: The Character seeks to attack and defend, this is the default combat stance. The character tries to keep unharmed as they look for an opening in their enemy.

Offensive: +1 Dice Modifier on Attack Rolls -2 Dice Modifier on Defences Rolls until their next panel.

Defensive: +1 Dice Modifier on Defence Rolls -2 Dice Modifier on Attack Rolls until their panel on the next page.

Dodge: With this manoeuvre the character forsakes attacking for staying out of harms way. The character gets a +4 Dice Modifier on Defence rolls until their next panel.

All Out: With this manoeuvre the character forsakes Defence for attack. The character gets a +2 Dice Modifier split between attack and damage, but -x1 and -4 Dice Modifier on Defence Rolls until their panel on the next page.

Haven't tried the following - but the above seem to work to well :)

Feint: The character tries to trick their assailant into making a bad move. The character makes an Agility/Mind Roll vs the Agility/Mind of their combatant (Each choose Higher of their two). Success and the character gains a +2 to Attack rolls until the start of their panel on the next page. Failure on the other hand and the character has made a false step, they suffer the -2 Dice Modifier to Defence .

"No Stamina": This requires the character to forgo attacking, spending their time dodging and taunting their assailant instead. If the Character can dodge a number of panels in a row equal to their assailants Brawn then the assailant rolls a mind check target 20. If they fail they suffer a -2 Dice Modifier on Attack, Defence and Damage Rolls until they take a panel to catch their breath. This is a classic Brawler vs Brick trick.

“Double Team”: If two or more characters are fighting the same opponent they get a +1 Dice Modifier to attack rolls, but all other adversaries get a +1 to their attack rolls against them until the end of the page. The characters must declare they are double teaming at the beginning of the page and may not choose any other manoeuvres. The GM may rule that the team mates don't know each other well enough to “Double Team”. Time to hit the Battle Gym.

“Play Dead”: An unethical character may try and convince their opponent that they are down and out, when in fact they are not. A deception or acting roll is required to pull this off. If the the character has suffered over half their hits there is +2 Dice Modifier to the deception roll.

Wrestling Manoeuvres
Some wrestling manoeuvres, inspired by the WWE. Soaking is always on Brawn only. Being prone requires a move action to get up, unless they character has fast style.

“Test of Strength”: The character offers to test his strength against their opponent. If the opponent accepts each make a Brawn Roll, the winner intimidates the loser. The opportunity for a sneak attack is present, if both sides try a sneak attack combat as normal, otherwise the attacker gets a +2 Modifier to attack and damage, but they also get 1 setback point.

“Clobber'n Time”: The character can set up their opponent. The character makes a Brawn roll vs's their opponent. If they win by 10 the opponent has -2 to Defence and Soak Rolls until they breakout or are released.

“Choker”: The character makes a Brawn roll against their opponent, if they beat it by 20 they have applied a choker hold. On each successive page that the hold is maintained the opponent suffers Brawn damage + x1 Per page applied. Once the hold is broken the damage multiplier is reset. Immunity to Asphyxiation applies to this attack.

“Submission”: The character makes a Brawn roll against their opponent, if they beat it by 20 they have applied a Submission hold. On each successive page that the hold is maintained the opponent suffers brawn damage, they also must make a mind check, the target being the damage taken after soaking. Failure means they surrender. Unethical opponents may wish to attack after they surrender, they are considered intimidated in this instance. Immunity to Pain applies to this attacks.

“Suplex”: The character makes a Brawn roll against their opponent, if they beat it by 10 they have performed a suplex. The opponent takes Brawn damage with a +2 Dice Modifier. The opponent is released and both characters end up prone.

“Power Slam”: The character makes a Brawn roll against their opponent, if they beat it by 20 they have hoisted their opponent above their heads and slammed them to the floor. The opponent takes Brawn damage with a +4 Dice Modifier. The opponent is released and the opponent ends up prone on the floor.

“Clothesline”: The character makes a Brawn roll against their opponents Agility/Brawn (highest), if they beat it by 10 they have performed a clothesline, whipping their opponent around into their outstretched arm. The opponent takes Brawn damage and is knocked prone.

Posted: Sat Mar 31, 2012 2:10 pm
by Baelor
WaylanderPK:

I plan to test these next games session I have I will post my thoughts. Nice work! I think these should fly.

Posted: Mon Apr 02, 2012 7:36 am
by MrJupiter
Wow! That's an impressive list of maneuvers! It would be really cool to see that in a BAM issue.

Posted: Mon Apr 02, 2012 8:47 am
by AngryGhost
yeah, I agree with MrJupiter there :-)

Posted: Tue Apr 03, 2012 2:24 pm
by MrJupiter
Also, BASHMAN posted another set of ideas for combat maneuvers elsewhere in The Laboratory:

http://bashtalk.org/modules.php?name=Fo ... light=daze

These would also make nice moves to see in BAM (maybe as a BASHMAN's commentary to the article).

Posted: Tue Apr 03, 2012 8:03 pm
by WaylanderPK
Another idea I was toying with is having a set of manoeuvre's for each martial arts style. So the above wrestling stuff would be for Grappling, basically give a martial artist a bit more fruit in combat than the good ol' slugger.