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Immunity and Resistance
- Lindharin
- Paragon
- Posts: 612
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
Well, that's why I'd recommend capping this power at your soak multiplier, or pay extra to go above that. Still, even without that restriction, there would still be some reason for needing soak: if the attack's damage multiplier is higher than your level in this power, you'd roll soak normally. So if the narrator allowed you to buy more of this than you have soak, you could have a character with (say) 5 levels of Impervious/Impregnable, but a Soak of 2. If he's hit by a x4 damage attack, it does nothing. If he's hit by a x6 damage attack (so this power is useless at that point), then he only rolls his x2 soak and is going to get creamed. And given the ability to Push (not mention the Variable enhancement), it is not unreasonable for many foes who might normally "bounce" off the impregnable character to Push high enough to bypass this power and force him to roll soak. And if his soak is low, then he's going to be in for a world of hurt.kevperrine wrote:Okay. I'm trying to think. Would there be a USE for having a (physical) Soak then if you had this new power anyway?
But ultimately it would depend on the Narrator's vision of how this works. Does it even make sense for a character to have a higher level in this than he has soak? That would be a somewhat weird concept, and questionable point-wise. That's why I'd personally want to have a rule that your level in this power cannot exceed your Soak (or maybe it just costs extra at that point). With that limitation it is not like you can save points by skimping on your soak.
A world-class brick paying an extra 5-8 points (on top of buying his normal x8 soak!) just for the luxury of not having to roll against lesser attacks seems like it is a pretty expensive luxury. As Bashman says, how often would Supes fail his soak against the bullet anyway? Is it really worth it for him to spend those extra points to guarantee success? I think this pricing scheme would make it a niche power, something a character would only take if it really is central to his concept to justify spending those extra points (like your Juggernaut example).
This is true, and it is definitely a matter of taste. Generally speaking, I agree with that, and haven't felt the need for this type of power in Bash yet. But some people, or maybe more accurately, some character concepts might prefer/fit better with less randomness. Yet even in those cases, with things like Variable and Push the underdog can still win the day. That is one of the great features in Bash, in my play experience so far.Both options take away something I love about the system too: If you're seriously outclassed, you can always roll the dice and see if fortune says otherwise. These options just take the fun of randomness out of the equation.