We just started playing BASH and so far I really like the system.
I was thinking about a rule covering multiple attacks on the same target on one page. Shouln't multiple attacks reduce the chance to avoid later attacks on the page?
My thoughts were: either
- a negative one point result modifier for every attack against the character on the page before the one you try to avoid,
- same thing as above but with a -1 dice penalty per attack or
- same thing as above but with a -1 multiplier penalty per attack.
These are - obviously - the options one has got. Is any penalty "too realistic" for BASH? Probably that depends on the style of play. What - if any - of the above options would be * in your opinion?
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Multiple Attacks on one page
- Lindharin
- Paragon
- Posts: 612
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
First, you're right that this will be all about style of play, so everything I say below is for my style of play and may not be relevant for your game.
I probably fall in the "that's too realistic for Bash" camp. If it was a situation where I had to pick, I'd certainly go for the result point modifier. In my opinion, either of the other two are very severe penalties and would introduce a number of side-effects.
Keep in mind that this type of change has major implications in fringe cases. For example, a single speedster can attempt 3 attacks easily with Super Speed, and up to I think it was 7 or 8 if he takes Swift Strike and Paired Weapons. The primary limitation on stacking extra attacks like that is the penalties you suffer from Swift Strike and Paired Weapons. But if the target suffers equal or greater penalties on subsequent defense rolls, then the limitations on those multi-attack powers becomes less relevant.
Also you have things like Attack Weak Point, Called Shots, even Wrestling, that can be made more effective if you exceed the target's defense by 10 or 20 points. If the target suffers a stacking dice penalty or multiplier penalty to his defense, it will make landing those abilities much easier for the later attacks in the page.
And with regards to minions, the game already has gang attack rules that make minions able to hit even agile supers - up to a +30 bonus per gang if I recall correctly, on top of whatever their normal single attack roll is. Even the Flash can be hit by a gang of minions if he rolls average or below average on a Defense roll, so it isn't like minions need this house rule to hit a super.
On the other hand, if your concern is making it easier for a team of supers to gang up on a hard-to-hit single target, the Teamwork rules are a better way (in my opinion) to handle that, since rather than penalizing the defender you give all sorts of cool bonuses to the attackers (sharable/swappable stats and power ranks, possibly a free hero die, etc.)
All of that said, and acknowledging that a rule like this is entirely about play styles, if you'd like to try it in your game, go for it! I would probably recommend starting at the smallest level (result penalties) and seeing how it feels in play. It gives a nod to reality and might aid in suspension of disbelief for your group without having quite as much impact on the rest of the system, and if it still doesn't feel right you can always ratchet it up to more severe penalties later.
I probably fall in the "that's too realistic for Bash" camp. If it was a situation where I had to pick, I'd certainly go for the result point modifier. In my opinion, either of the other two are very severe penalties and would introduce a number of side-effects.
Keep in mind that this type of change has major implications in fringe cases. For example, a single speedster can attempt 3 attacks easily with Super Speed, and up to I think it was 7 or 8 if he takes Swift Strike and Paired Weapons. The primary limitation on stacking extra attacks like that is the penalties you suffer from Swift Strike and Paired Weapons. But if the target suffers equal or greater penalties on subsequent defense rolls, then the limitations on those multi-attack powers becomes less relevant.
Also you have things like Attack Weak Point, Called Shots, even Wrestling, that can be made more effective if you exceed the target's defense by 10 or 20 points. If the target suffers a stacking dice penalty or multiplier penalty to his defense, it will make landing those abilities much easier for the later attacks in the page.
And with regards to minions, the game already has gang attack rules that make minions able to hit even agile supers - up to a +30 bonus per gang if I recall correctly, on top of whatever their normal single attack roll is. Even the Flash can be hit by a gang of minions if he rolls average or below average on a Defense roll, so it isn't like minions need this house rule to hit a super.
On the other hand, if your concern is making it easier for a team of supers to gang up on a hard-to-hit single target, the Teamwork rules are a better way (in my opinion) to handle that, since rather than penalizing the defender you give all sorts of cool bonuses to the attackers (sharable/swappable stats and power ranks, possibly a free hero die, etc.)
All of that said, and acknowledging that a rule like this is entirely about play styles, if you'd like to try it in your game, go for it! I would probably recommend starting at the smallest level (result penalties) and seeing how it feels in play. It gives a nod to reality and might aid in suspension of disbelief for your group without having quite as much impact on the rest of the system, and if it still doesn't feel right you can always ratchet it up to more severe penalties later.