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Clarification on Special Attack (and others)
- drkrash
- Costumed Crimefighter
- Posts: 195
- Joined: Sat Jun 05, 2010 11:00 pm
Clarification on Special Attack (and others)
Does the 5 point limit on Special Attack apply solely to the bonus to hit and damage, or does it also include Range and Area?
In other words, can I make a +1 to hit, +4 damage, long range, small area Special Attack that costs 9 points?
Or is it the case that if I want long range, that's already 3 of the possible 5 maximum points already accounted for?
I can't seem to find utter consistency in character examples.
If the answer is the first above, can I make, for example, a 10 point Variable Special Attack that allows me 9 points to work with, as long as no more than 5 points are applied to accuracy and damage?
Thanks.
In other words, can I make a +1 to hit, +4 damage, long range, small area Special Attack that costs 9 points?
Or is it the case that if I want long range, that's already 3 of the possible 5 maximum points already accounted for?
I can't seem to find utter consistency in character examples.
If the answer is the first above, can I make, for example, a 10 point Variable Special Attack that allows me 9 points to work with, as long as no more than 5 points are applied to accuracy and damage?
Thanks.
- Dustland
- Cosmic Hero
- Posts: 1158
- Joined: Sat May 15, 2010 11:00 pm
- Location: Austin, Tx
- Contact:
- drkrash
- Costumed Crimefighter
- Posts: 195
- Joined: Sat Jun 05, 2010 11:00 pm
Thanks. I think I might be houseruling using ranged attacks one square away as well. Too much incentive for the blasters with variable attacks to stand next to someone like a melee fighter to get extra levels to put into accuracy and damage. Doesn't feel right to me.
BTW, I really like that there are no explicit range modifiers to hit. Another Champions legacy I'm happy to get rid of.
OK. Similar question. Weapon Technique: Is hand-to-hand combat (w/o weapons) a 1 pt. group? Or is it sufficient to call that the "weapon" in question and not need an extra point? I'm pretty sure I've seen it done both ways. It seems to me that HTH should count by itself and for 1 point extra you'd get all melee weapons as well. Yes or no?
BTW, I really like that there are no explicit range modifiers to hit. Another Champions legacy I'm happy to get rid of.
OK. Similar question. Weapon Technique: Is hand-to-hand combat (w/o weapons) a 1 pt. group? Or is it sufficient to call that the "weapon" in question and not need an extra point? I'm pretty sure I've seen it done both ways. It seems to me that HTH should count by itself and for 1 point extra you'd get all melee weapons as well. Yes or no?
- urbwar
- Cosmic Hero
- Posts: 1086
- Joined: Fri Apr 09, 2010 11:00 pm
- Location: Gresham, OR
I have a tangential question about this, based on my last one shot.
In the book, it says that powers that go up to 5 can be scaled up. In BAM 5, the planet being is using Size that goes past level 5. So say some Cosmic being has a Special Attack, they can buy it up past 5 levels? The section indicates that Push/TK can be, and what effects, but what about Special Attack? There's nothing in that section that details going over level 5, but as the others do, I'm assuming it does as well,
so, how does that scaling affect the limit of adding 5 between hit and damage mods that Special Attack normally has (not including the Annihilation enhancement)?
In the book, it says that powers that go up to 5 can be scaled up. In BAM 5, the planet being is using Size that goes past level 5. So say some Cosmic being has a Special Attack, they can buy it up past 5 levels? The section indicates that Push/TK can be, and what effects, but what about Special Attack? There's nothing in that section that details going over level 5, but as the others do, I'm assuming it does as well,
so, how does that scaling affect the limit of adding 5 between hit and damage mods that Special Attack normally has (not including the Annihilation enhancement)?
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Fists and swords, knives, etc are all together in the "All Hand to Hand" enhancement. the word "hand to hand" in BASH! is like the word "melee" in most rpgs.OK. Similar question. Weapon Technique: Is hand-to-hand combat (w/o weapons) a 1 pt. group? Or is it sufficient to call that the "weapon" in question and not need an extra point? I'm pretty sure I've seen it done both ways. It seems to me that HTH should count by itself and for 1 point extra you'd get all melee weapons as well. Yes or no?
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Yes, you can have Special Attack 6+ if you are a cosmic character. The Cosmic Genre specifically allows you to break those caps. So you could have a cosmic attack that is +8 to hit and +7 for Damage as a Level 15 power for instance. But only Cosmic characters can do this.In the book, it says that powers that go up to 5 can be scaled up. In BAM 5, the planet being is using Size that goes past level 5. So say some Cosmic being has a Special Attack, they can buy it up past 5 levels? The section indicates that Push/TK can be, and what effects, but what about Special Attack? There's nothing in that section that details going over level 5, but as the others do, I'm assuming it does as well,
so, how does that scaling affect the limit of adding 5 between hit and damage mods that Special Attack normally has (not including the Annihilation enhancement)?
- urbwar
- Cosmic Hero
- Posts: 1086
- Joined: Fri Apr 09, 2010 11:00 pm
- Location: Gresham, OR
Ok. I thought that might be the case, but I wasn't sure. I didn't post the characters from my last one shot (other than the first two) as I wasn't sure (and I felt the writeups I did were underpowered).BASHMAN wrote: Yes, you can have Special Attack 6+ if you are a cosmic character. The Cosmic Genre specifically allows you to break those caps. So you could have a cosmic attack that is +8 to hit and +7 for Damage as a Level 15 power for instance. But only Cosmic characters can do this.
I missed that the Harbinger of Doom template in the Cosmic section has SA of 10. Or the part of someone having a SA of 8 in the second paragraph of the Cosmic Powers section. I realize now I actually underpowered the characters. Good thing I was fudging things!
- drkrash
- Costumed Crimefighter
- Posts: 195
- Joined: Sat Jun 05, 2010 11:00 pm
Sorry, I'm still being dense. So if I want a +1 to hit with punches and kicks, that does NOT need the Enhancement, but if I wanted a +1 to hit with punches, kicks, and swords, that would need the Enhancement?BASHMAN wrote:Fists and swords, knives, etc are all together in the "All Hand to Hand" enhancement. the word "hand to hand" in BASH! is like the word "melee" in most rpgs.OK. Similar question. Weapon Technique: Is hand-to-hand combat (w/o weapons) a 1 pt. group? Or is it sufficient to call that the "weapon" in question and not need an extra point? I'm pretty sure I've seen it done both ways. It seems to me that HTH should count by itself and for 1 point extra you'd get all melee weapons as well. Yes or no?
- Dustland
- Cosmic Hero
- Posts: 1158
- Joined: Sat May 15, 2010 11:00 pm
- Location: Austin, Tx
- Contact:
That's exactly right. Unarmed is considered a weapon group, swords another, knives another, etc. So for 2pts, you'd get the bonus to all non-ranged weapon groups.drkrash wrote:Sorry, I'm still being dense. So if I want a +1 to hit with punches and kicks, that does NOT need the Enhancement, but if I wanted a +1 to hit with punches, kicks, and swords, that would need the Enhancement?