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Summoning Questions

Let's talk about the very awesome BASH!
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DevastatingWeakness
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Post by DevastatingWeakness »

Ok, I'll trust my gut and go with the simpler 'only one type of creature at a time' rule.

I've decided not to include rules from the Awesome Powers line because those rules are pretty much the selling point of the AP books... and I don't want to give away that content and hurt BASHMAN's sales.
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Sijo
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Post by Sijo »

The rules seem to be a minor sales point- the real ones are the Powers. In any case, my proposed thread would only list them, not describe them in detail; if anything it would entice Narrators to buy the books. Of course BASHMAN has the last word here.
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MrJupiter
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Post by MrJupiter »

DevastatingWeakness wrote:I'm starting to put together a little project to collect my notes and examples on some of the more complicated powers.

Here's my first entry on the Summon power:

http://bash-exegesis.wikidot.com/summoning

(This site is definitely not intended to replace or rival the original BASH:UE book. Like the BASHcreator.net site, it's meant to clarify and enhance the rules, but does not include the core rules themselves.)
Wow, DW, that is a very thorough examination of the Summoning power. This is definitely a useful tool for newbies to learn from, or rusty veterans to refresh their softened recollections with. I'd like to nomitate the Special Attack as another power that can be tricky to grock.
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MrJupiter
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Post by MrJupiter »

DevastatingWeakness wrote:Thanks Sijo. :)

I have a feeling the '60 Hits worth of summoned creatures limit' is a bit clumsy. It's logically extrapolated from the original rules to fill a gap... but it feels fiddlier than the usual level of book-keeping required by BASH.

I was thinking of replacing that with 'All your currently-summoned creatures must be of the same type and have the same number of Hits, up to the usual limit (so six with 10 Hits, three with 20 Hits, two with 30 hits, or one with 60 Hits.)'

So instead of counting Hits, if you lose a couple of Earth Elementals, and you want to bring in Fire Elementals instead, you must dismiss all the Earth Elementals and summon a bunch of Fire Elementals instead. You can't have a mixed set with different types and/or Hits.

If you lost two 10 Hits Earth Elementals, you can summon again, and it'll bring it back up to six Elementals.

It's a bit less flexible that the '60 Hits' rule, but it feels closer to the philosophy of BASH. Thoughts?
I like the idea of having a published set of 'House Rules', whether on the net or through something like RPGNow (with the main system publisher's permission, of course). Some might find the new ideas are ideal for their game play.
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DevastatingWeakness
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Post by DevastatingWeakness »

Glad you like the write-up for Summon on http://bash-exegesis.wikidot.com, MrJupiter. I've been kindly granted permission by BASHMAN to continue this project, aimed as a reference/errata/clarification site for BASH.

While I was working on Summon, I realized that BASH uses some technical game terms (like 'action') fairly informally, and it might help to formalize those terms a bit more. (If you've played games like D&D3.5 or Pathfinder, you'll know the sort of rules rigor that I'm referring to.) So before writing up more powers, I'm going back and working through the 'rules basics'. You can see the current state of play at http://bash-exegesis.wikidot.com

Once that's done, I'll circle back have a look at Special Attack. That's definitely one important and common power that's actually fairly simple, but isn't described especially clearly.
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MrJupiter
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Post by MrJupiter »

DevastatingWeakness wrote:Glad you like the write-up for Summon on http://bash-exegesis.wikidot.com, MrJupiter. I've been kindly granted permission by BASHMAN to continue this project, aimed as a reference/errata/clarification site for BASH.

While I was working on Summon, I realized that BASH uses some technical game terms (like 'action') fairly informally, and it might help to formalize those terms a bit more. (If you've played games like D&D3.5 or Pathfinder, you'll know the sort of rules rigor that I'm referring to.) So before writing up more powers, I'm going back and working through the 'rules basics'. You can see the current state of play at http://bash-exegesis.wikidot.com

Once that's done, I'll circle back have a look at Special Attack. That's definitely one important and common power that's actually fairly simple, but isn't described especially clearly.
This will be quite useful. Actions sequences and spaces/ranges/areas are a great start. Weaknesses, Skills, differences between Multiplier/Dice/Result bonuses and penalties, Extended Checks, Special Combat rules (Called Shots, Zany Actions, Wrestling, Teamwork, Collateral Damage), and Minions could also be helpful for players and Narrators as these can get a little confusing in areas.
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DevastatingWeakness
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Post by DevastatingWeakness »

Thanks for the feedback, MrJupiter. I'll prioritize those areas as I (gradually) continue working on this project.
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Sijo
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Post by Sijo »

I finally got around to doing that Rules list. I hope you find it useful!

http://bashtalk.org/modules.php?name=Fo ... 9956#19956
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