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Big Eyes, Small Mouth... Question...
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<blockquote data-quote="JDeMobray" data-source="post: 726637" data-attributes="member: 367"><p>Another issue with the game as written, and indeed the only problem that I have with it, is the lack of Armor Class (for lack of a better term.)</p><p></p><p>In BESM, the chance of an attack succeeding is entirely dependant on the character's Attack Combat Value. If the character rolls below the ACV on 2d6 his attack hit successfully. Characters normally get one attack per round.</p><p></p><p>The character who is hit has the option of defending. To defend, the character rolls 2d6 and compares it to his Defense Combat Value (which is normally ACV-2). Characters also normally get one defense per round, beyond that they take a penalty to the roll of +2 per attack, for each additional attack that they wish to defend against (+2 for the first, +4 for the second, etc.)</p><p></p><p>Now this would normally be fine, it reflects two characters in a duel attacking each other and defending from the others attacks.</p><p></p><p>And that's where the problem comes in. The <strong>two</strong> in that sentence. </p><p></p><p>Because characters normally get only one defense per round, in a situation where the two sides of a combat are uneven in some way (say a group of 10 Hobgoblin raiders vs. 4-5 PCs or those same 4-5 PCs against the big bad Evil Knight Overlord) the smaller side ends up getting roundly thrashed by a number or attacks equal to the difference in the numbers on a side.</p><p></p><p>The situation is only exacerbated by the inclusion of extra attacks into the equation. Silver Age Sentinels (Tri-Stat version) attempts to correct this by splitting Extra Attacks and Extra Defenses into two seperate attributes and costing them differently. This helps, but not by enough.</p><p></p><p>My feeling with point based games has always been that if there is one power or skill that is so vital to have that every character ends up taking it, there is probably a problem with the system. So it is with BESM and Extra Attacks/Defenses.</p></blockquote><p></p>
[QUOTE="JDeMobray, post: 726637, member: 367"] Another issue with the game as written, and indeed the only problem that I have with it, is the lack of Armor Class (for lack of a better term.) In BESM, the chance of an attack succeeding is entirely dependant on the character's Attack Combat Value. If the character rolls below the ACV on 2d6 his attack hit successfully. Characters normally get one attack per round. The character who is hit has the option of defending. To defend, the character rolls 2d6 and compares it to his Defense Combat Value (which is normally ACV-2). Characters also normally get one defense per round, beyond that they take a penalty to the roll of +2 per attack, for each additional attack that they wish to defend against (+2 for the first, +4 for the second, etc.) Now this would normally be fine, it reflects two characters in a duel attacking each other and defending from the others attacks. And that's where the problem comes in. The [b]two[/b] in that sentence. Because characters normally get only one defense per round, in a situation where the two sides of a combat are uneven in some way (say a group of 10 Hobgoblin raiders vs. 4-5 PCs or those same 4-5 PCs against the big bad Evil Knight Overlord) the smaller side ends up getting roundly thrashed by a number or attacks equal to the difference in the numbers on a side. The situation is only exacerbated by the inclusion of extra attacks into the equation. Silver Age Sentinels (Tri-Stat version) attempts to correct this by splitting Extra Attacks and Extra Defenses into two seperate attributes and costing them differently. This helps, but not by enough. My feeling with point based games has always been that if there is one power or skill that is so vital to have that every character ends up taking it, there is probably a problem with the system. So it is with BESM and Extra Attacks/Defenses. [/QUOTE]
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