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Additive Mind - boost your stat

Posted: Thu Jan 27, 2011 1:57 pm
by dugfromthearth
Boost gives +1 to a stat for 1 effect for 1pt

One issue with BASH is that stats are really powerful if used and really expensive fluff if not used. There is strong incentive to focus on a few stats and use those for everything instead of having more balanced characters.

For 2 points you add your mind value to another stat for one purpose. This is only useful if your mind is 3 or higher. For damage this is only useful if both your brawn and mind are 3 or higher.

Additive Mind 2pts
The character can add their Mind rating to their Brawn or Agility rating for a specific use (damage, soak, to hit, defense).

Example: Master Smasher is a genius inventor who is also super strong. B 4, M 3. He builds a forcefield to help protect him, bought as additive mind - soak. His soak is 7.

Example: Master Blaster is a genius inventor who has designed a laser targeting system for his guns. He is A 2 M 4. He buys additive mind for to hit. His to hit is 6.

Posted: Thu Jan 27, 2011 5:43 pm
by Dustland
really expensive fluff if not used
How can you not use stats? Just about every action is based off the three stats as far as I can tell. I'd go so far as to say that stats are underpriced for their value.

Posted: Thu Jan 27, 2011 7:33 pm
by dugfromthearth
As always, ymmv

Buy Brawn 4 and Mind 4.

Make a melee character with to hit based on agility and damage based on brawn and soak based on brawn.

Your mind is used for skills and mental defense. Your mind has a base 4 for damage, but since you are using brawn for that you are just throwing that away.

You can certainly argue that skills and mental defense are enough to be worth 8 pts in mind. I don't think so. I think Mr. Fantastic is a horrible build because he is low brawn but high mind, but his melee attacks should be brawn based damage.

Posted: Thu Jan 27, 2011 7:50 pm
by Dustland
Honestly, in the games I've run using BASHUE at least, Mind is the single most rolled stat outside of combat. Perception checks in particular come to mind, as do most social interaction checks, and in one game, research checks were used dozens of times.

I guess it depends on the type of game.

As written, it seems to give a huge advantage to Mind-based characters. With M4, you could get Armor 4 for 2pts, x4 att for 2pts, x4 dmg for 2pts, etc. If I were to allow something like this, I'd have Additive Mind as an Advantage and it requires a character to spend a Character Point per use, and it's only good for one use. Otherwise Boost seems to be more "balanced".

I like the concept, just not the execution is what I'm trying to say.

Posted: Fri Jan 28, 2011 3:53 am
by BASHMAN
Originally this is EXACTLY how Danger sense worked- add MIND to your dodge multiplier. So you could build a guy w/ 1 Agility and x6 Defense. AND it was 2pts.

The reason I changed Danger Sense was because I wanted it to be a good power for feral type characters who weren't very smart- and also that I thought it was "too" powerful for brainy types as it was.

But, Dug, I do admire your inventiveness!

Posted: Fri Jan 28, 2011 11:05 am
by dugfromthearth
I should comment that I view this as a laboratory - my ideas are just that. I am usually making a character or something, see a power and then think of a different way of doing it. So the suggestions here are at best half baked.