Sticky fighting
Posted: Sun Mar 06, 2011 3:50 am
Just a warning that what I'm about to discuss is part of my evil plan to make Bash a bit more tactical, so it won't be palatable for some.
I first came up with this when I was experimenting at making Bash fantasy more like the dreaded d20, with OA's and what not. I didn't have any real plan, however I like the bash system and wanted to see if I could give it the heartbreaker treatment. Essentially, I had an idea to deal with an aspect of fighting that seems to bother me regardless of what system I'm using - wrestling.
I'd like to say first off that I think the wrestling system in Bash is better than most, however there are times I do things a bit differently to the rules as read.
Anyway, wrestling can be a pain to resolve, and always seems to involve special rules or subsystems that can slow down the game. It also seems to be either too hard to be practical, or too powerful (I think Bash strays to this end a bit).
However, my idea is to dispense with additional wrestling rules entirely, and incorporate a passive system instead.
Essentially, the basis of the rules are that if you are next to someone in melee, you are effectively "stuck" to them. This can mean anything from rolling around on the ground, to merely being within arms reach - systematically it doesn't really matter that much (GM's discretion as always applies). The rub of it is, if you want to move away from someone while you are in melee, you have to make some kind of opposed check to do it. If you win, you get to move freely and that's it. If you lose, however, the enemy gets to choose whether to prevent you from moving (i.e grab you), get a free hit on you and let you move (i.e dnd OA's) or simply move with you, hence setting you up for a punch on their next turn.
Now, this opposed check can be your choice - any stat, your best stat versus the enemy's best stat.
Why Mind? Well I want to incorporate Mind into the affair to replicate wiseguy characters such as the Joker (you know, squirt water into the eyes, bluff them, use a smoke-bomb etc. and then escape). Thematically, it doesn't really matter what the vehicle is that you use to escape, as long as you can justify it to the GM - i.e it's "in character".
This doesn't necessarily ruin the maneuvers in the wrestling rules, as I would simply make them part of the standard attacks available to any character. Really, throwing someone, or smashing them against a wall could be extras or even criticals that you could do if you really own someone on your attack roll, or spend a hero point etc. However, I honestly haven't really thought through the ramifications of this idea on the system as a whole just yet.
Just to clarify, the goal is to make melee characters harder to escape from (i.e give them a bit more "friction"), without making them too nightmarish if they do get hands on you, without bogging down the gameplay (too much) with a special subsystem, and also to give clever characters a way of not being insta-gibbed by bigger, faster ones.
Anyway, this idea may be fundamentally flawed in all sorts of ways, so I thought I would just throw it out there and see how it flies.
I first came up with this when I was experimenting at making Bash fantasy more like the dreaded d20, with OA's and what not. I didn't have any real plan, however I like the bash system and wanted to see if I could give it the heartbreaker treatment. Essentially, I had an idea to deal with an aspect of fighting that seems to bother me regardless of what system I'm using - wrestling.
I'd like to say first off that I think the wrestling system in Bash is better than most, however there are times I do things a bit differently to the rules as read.
Anyway, wrestling can be a pain to resolve, and always seems to involve special rules or subsystems that can slow down the game. It also seems to be either too hard to be practical, or too powerful (I think Bash strays to this end a bit).
However, my idea is to dispense with additional wrestling rules entirely, and incorporate a passive system instead.
Essentially, the basis of the rules are that if you are next to someone in melee, you are effectively "stuck" to them. This can mean anything from rolling around on the ground, to merely being within arms reach - systematically it doesn't really matter that much (GM's discretion as always applies). The rub of it is, if you want to move away from someone while you are in melee, you have to make some kind of opposed check to do it. If you win, you get to move freely and that's it. If you lose, however, the enemy gets to choose whether to prevent you from moving (i.e grab you), get a free hit on you and let you move (i.e dnd OA's) or simply move with you, hence setting you up for a punch on their next turn.
Now, this opposed check can be your choice - any stat, your best stat versus the enemy's best stat.
Why Mind? Well I want to incorporate Mind into the affair to replicate wiseguy characters such as the Joker (you know, squirt water into the eyes, bluff them, use a smoke-bomb etc. and then escape). Thematically, it doesn't really matter what the vehicle is that you use to escape, as long as you can justify it to the GM - i.e it's "in character".
This doesn't necessarily ruin the maneuvers in the wrestling rules, as I would simply make them part of the standard attacks available to any character. Really, throwing someone, or smashing them against a wall could be extras or even criticals that you could do if you really own someone on your attack roll, or spend a hero point etc. However, I honestly haven't really thought through the ramifications of this idea on the system as a whole just yet.
Just to clarify, the goal is to make melee characters harder to escape from (i.e give them a bit more "friction"), without making them too nightmarish if they do get hands on you, without bogging down the gameplay (too much) with a special subsystem, and also to give clever characters a way of not being insta-gibbed by bigger, faster ones.
Anyway, this idea may be fundamentally flawed in all sorts of ways, so I thought I would just throw it out there and see how it flies.