So I think some of you may be aware of this project I've been working on called Awesome Powers. If not, it is a supplement for BASH! Ultimate Edition that includes a vast array of pre-made, detailed powers (and explain how they were built); organized by themes called Power Suites. Issue #1 will feature the Earth, Fire, Wind, Water, Ice, and Electricity Suites. Each Suite also has advice, such as what other Suites combine well with it, good ideas for character names, likely weaknesses, etc.
One big thing I want to have here is Random Power creation, so people can quickly generate a character that is truly unique (using the power Suites, it also prevents it from being too eclectic, as most powers will fit a theme).
So the question is how should I do this? One method is to use only d6s, which requires multiple subtables. Another option is to make it a multiplier 2d6 roll, which would mean that depending on what you were multiplying by, certain results would be much more likely/unlikely. The third option is to use percentile dice. Here are the issues with each:
Only uses 1d6 at a time:
Upside: Simple, using d6 is consistent with BASH! for the most part.
Downside: So many sub tables required it would be obnoxious. If I had to use 2d6 instead, it would make a bell curve that would mean some powers are more rare, etc.
Roll 2d6 and Multiply, with exploding dice
Upside: Most consistent with BASH! UE rules as we know it.
Downside: Hard to make this work to give a decent "spread" of results. Depending on multiplier, some results become impossible (I guess allowing the player a certain # of "Hero Points" to adjust the rolls might be a quick fix for that. Also considering the idea of rolling once at x6, Twice at x5, Three times at x4, etc, type solution, which would make all results possible.
Roll Percentile Dice
Upside: Easiest to implement by far. Rarity of powers much easier to regulate or even out.
Downside: Least consistent with BASH! UE (requires d10s in a system that only uses d6s).
So what do you think? And, if you have another idea, I'm glad to hear it.
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Random Power Creation in Awesome Powers Poll
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
- Baelor
- Hero
- Posts: 323
- Joined: Tue Sep 21, 2010 11:00 pm
- Location: Winnipeg, Manitoba, Canada
- Contact:
The old Mechwarrior RPG [and some others probably] used a D66 system- where your roll 2d6 of different colours and one is the tens column an one is the ones column, providing a range of 11-66.
Benefits:
- uses 2d6 in a system that uses 2d6.
- You could work in exploders to increase a power's level, add enhancements, or refinements.
- Gives a straight probability line, rather than a bell curve, allowing for complete control of the probability of each result.
Downside - uses a different 2d6 mechanic.
Benefits:
- uses 2d6 in a system that uses 2d6.
- You could work in exploders to increase a power's level, add enhancements, or refinements.
- Gives a straight probability line, rather than a bell curve, allowing for complete control of the probability of each result.
Downside - uses a different 2d6 mechanic.
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- Costumed Crimefighter
- Posts: 132
- Joined: Wed Aug 04, 2010 11:00 pm
- Location: DFW, TX
For system consistency, you could use 2d6, but read the dice as 11-66. This gives you 36 slots with a flat distribution.
[Doh!! Baelor beat me to it!]
But I could add that you could use doubles in this case to refer to special sub-tables for the rare, extra-awesome powers. That keeps things in the spirit of BASH.
[Doh!! Baelor beat me to it!]
But I could add that you could use doubles in this case to refer to special sub-tables for the rare, extra-awesome powers. That keeps things in the spirit of BASH.
- doktorelektron
- Costumed Crimefighter
- Posts: 105
- Joined: Tue Mar 15, 2011 11:00 pm
- Sijo
- Superhero
- Posts: 396
- Joined: Wed Aug 01, 2012 11:00 pm
- Location: Puerto Rico
I'm not a big fan of random rolls; I prefer to simply have already-stated out powersets to use when needed. Still, if you are going to have random rolls (for, say, players who want to be surprised or characters whose powers are altered by Cosmic Tricksters or what have you) then you should stick to using the same type of die-rolls already being used. One of BASH!'s appeals over more number-heavy games is precisely that. So yeah, I think the 11-66 +exploders might be the best answer.
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)