So, the group I'm in did our first Supers game with BASH and generally had a great time. Everything went relatively smoothly. We're still getting used to the rules, but all in all things went quite well.
We did run into two small issues;
A character with Confusion (which he conceptually visualized as a fog obscuring people's sight) wanted to know if Super Senses could automatically thwart his power. We were split. Some of us thought yes, while others thought it would require a perception roll.
Also, a player tried to persuade, not intimidate, some villains to stand down and stop endangering innocents. We decided to use the rules for intimidation, since we couldn't find specific rules on persuading in combat. The person rolled double 6s which exploded and succeeded despite the negative dice modifiers assigned by the GM, which then game the villains negatives on their actions. Does this sound right? Is there a better way? Is persuasion more suited for non-combat situations in this game?
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First Game!
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
It would depend on the type of super senses. Lately in my own game, I've let it be a Narrator's call based on the semantics of how the powers work. For instance, if the Super Senses is Infrared vision, Fog would thwart that because the fog itself is cold. If however, the person is using some sort of "electricity sense" to sense the electric fields of an animal (like a shark does) that would be able to ignore the fog.
Regarding the Persuasion part, it is just common sense for the Narrator. Would this villain really give up? Is he really going for it? Generally with social rolling I think a good rule of thumb is to role-play things first THEN if the Narrator thinks the interaction is convincing THEN dice can be rolled. Likewise if he thinks it is 100% going to work; don't roll dice; just role-play t out. Dice rolls are only when you want a chance of success AND failure.
Regarding the Persuasion part, it is just common sense for the Narrator. Would this villain really give up? Is he really going for it? Generally with social rolling I think a good rule of thumb is to role-play things first THEN if the Narrator thinks the interaction is convincing THEN dice can be rolled. Likewise if he thinks it is 100% going to work; don't roll dice; just role-play t out. Dice rolls are only when you want a chance of success AND failure.
- Baelor
- Hero
- Posts: 323
- Joined: Tue Sep 21, 2010 11:00 pm
- Location: Winnipeg, Manitoba, Canada
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This is one of my favourite things about BASH. I can let the jazz or 'fluff' of the power have an impact on the situation and rules.
Similarly, it is easy to tweek the powers for special situations. One of my PCs has Earth Vision to allow him to see through the earth while Burrowing. Since he paid a point for it, he can use it like normal vision through the earth, but also gets a chance to perceive through earth and stone, like a limited form of x-ray vision. So he can see through stone walls, but not a wooden door, etc.
Similarly, it is easy to tweek the powers for special situations. One of my PCs has Earth Vision to allow him to see through the earth while Burrowing. Since he paid a point for it, he can use it like normal vision through the earth, but also gets a chance to perceive through earth and stone, like a limited form of x-ray vision. So he can see through stone walls, but not a wooden door, etc.