Help! I need a rules-lite super hero RPG

A version of BASH was included with DTRPG's Haiti bundle, so if you donated/bought that, you have a version waiting to be downloaded. I think it's the "BASH (New and Improved)" edition, versus "BASH Ultimate Edition".

I mention it because, if you're like me, you haven't had time to download all the PDFs from that bundle (there were, what, a hundred? more?). :)

The irony is that now, the "new and improved" BASH is actually the original (I updated the game about 2 weeks after I started selling it on Rpgnow, adding the chase scene rules and calling the file "New and Improved" so people would know it was updated- so the very first original game was only around for like 2 weeks).

So the "New and Improved" BASH is actually 5 years old, and BASH UE is a new, improved edition of the game. I probably should change the name of the original file to say "classic" or "original edition" instead of "New and Improved".
 

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So that's what I missed when I posted my review.

[off topic] For the record, I found all your examples of how to get my damage multipliers (pages 18 & 19, as well as the specific attack listings). What was lacking was confirmation that 2d6 was the base roll that all those multipliers applied to. I thought that information would be included in the Damage And Soak section, but that just confirms that you roll 2d6 to resist damage without saying how that damage was generated. In fact, I can't re-locate the part where the rules tell me to roll 2d6, apply dice bonuses, then apply my Damage Multiplier to determine the damage of a landed attack. It's most frustrating, since most of the rule set is clean, simple, and clear while still having depth and breadth to work with.
It's a minor individual point, but my reading (a skimming perusal, which tends to be the only way for me to read gaming books without falling unconscious) has found it to be endemic to the way the book was written. One of the few things holding it back from a full five stars. [/off topic]

Here:

BASH! UE pages 1-2 said:
Dice Bonus/Penalty: A number that is added/subtracted from the 2d6 roll before multiplying. When written, the dice bonus comes before x. So a roll with a multiplier of 3 and a dice penalty
of 2 is written -2x3.

DM, Damage Multiplier: The number by which 2d6 are multiplied to determine how much damage an attack does, how much damage is soaked, or how much damage is healed.

Result Bonus/Penalty: A number that is added/subtracted from the total result of a die roll after multiplying. It is written after the multiplier. For example, with a +5 Result bonus, x3 multiplier, you write x3+5.

However, I probably should re-iterate it in the "Damage" part to crystal clear that rolling 2d6 is involved. I also need to post an example of play online to help people I think.

And you also just helped me catch a mistake- on page 18, under Attacks where it says "Hand-to-Hand attacks typically use Brawn as a base damage multiplier or as a Dice bonus with specifc weapon damage." it should say instead: " Hand-to-Hand attacks typically use Brawn as a base damage multiplier or as a Result bonus with specifc weapon damage." I had originally had weapons give a dice bonus to damage, then later changed it to a result bonus because I wanted weapons to be more useful to people with 0-2 Brawn (people who would have the most need for a weapon).
 

It is at this time I willlingly let the tomatoes and other fruits hit me because I realize I really don't know what I am talking about, and that's ok because, well, I guess that's just how it is :D

I have been show the error of my ways in this thread... sort of. I still love Hero system more, and I really don't like M&M, but if I play M&M in the future, I'll come at it with a different view than I have been, and maybe then it might click with me.

I do like BASH though. :) looks fun.

Thanks guys for showing this girl that, while she's not really wrong, because we are never wrong, but i was in error of sorts ;)
 

I have been show the error of my ways in this thread... sort of. I still love Hero system more, and I really don't like M&M, but if I play M&M in the future, I'll come at it with a different view than I have been, and maybe then it might click with me.
No fruit from this direction: so long as you know how the systems work I don't care which you like more.
 

No fruit from this direction: so long as you know how the systems work I don't care which you like more.

Yes you are right on this... I often times don't think about the mechanics through, a lot of my choices are based on how something makes me feel, if that makes any sense... like, every time I've ever tried playing M&M, I've felt like something is off with it, something doesn't click for me. When I play Hero, it just clicks.

that's quite honestly the difference for me.

I've also learned that when I am told new things about games that once didn't click, and given a new way of viewing them, they suddenly click the next time I try it. That may happen again with M&M.

I'm also going to have to give Bash a try... from the sound of this thread and the one on rpg.net, it sounds like it could be a whole lotta fun. :)
 

More than most RPGs, superhero games require a social contract. Everyone has to agree on the genre, the types of characters, and to play a character that fits.

Once you get that agreement, most of the rest of it will fall into place. And the GM will be able to say "Yes" most of the time.

This is very true. We play a Golden Age game, with all that come with it. We know this going in and we accept it for the good of the game.

Regarding Hero Points: They are extremely powerful. I've actually limited Luck to 1, maximum, forcing my players to rely upon role-play awarded Hero Points to use them.

Eep! I'm a Luck whore, I'll freely admit. I tend to take half PL as a matter of course.

As such, I can be generous while still having foes that can be meaningfully threatening (to better fit the tone of my campaign).
Heroic Feat has been the least game-breaking option. The occasional Improved Critical just makes battles shorter. The Recovery Check option has probably been the one that has most screwed up my fun (and is the main reason I don't allow multiple Luck feats).

You know, I don't think our group has ever used Action Points to get Imp. Crit. or goose a recovery check. We tend to use them to re-roll a missed hit or save and to influence the story in non-combat ways.

For example in Piratecat's Incan Mummy caper, after the first combat at the bank I spent an Action Point and conveniently there was a native Peruvian in the crowd, another Action Point and "Hey, my character speaks Quechua" for the scene.
 

Players in my games have used HP for recovery checks a number of times -- usually to recover from being Staggered in a big fight, or the occasional character that takes the gigantic beat down and needs to get rid of a few hits. (The PC in the solo game I run has been down to 0 or -1 effective Toughness a couple of times.)

What bugs me more is Regeneration of injuries or bruises with less than a full round of rest, or any Regeneration of Unconsciousness. If you can't keep a character down for more than one round, it's really annoying. That applies to PCs and NPCs equally; I once gave it to an NPC, and discovered it made the fight interminable.
 



So it sounds like M&M isn't the game for our group. I concede that you clearly know the rules much better than I do. But I'm looking for a rules-light game, not one where players have to scour the book for point costs or potential feats to take, especially during play. Any suggestions on a game that could be played straight away, without all that studying?

Yes. I game I've been working on designing fits this request very well. Players brainstorm their characters with the GM and off they go within 15 minutes. (Less probably).
I've run this game at cons and with my home group, every time characters make very unique characters and get through a full adventure in 4 hours.

The 'Alpha rules' are all of eight pages with some sample characters, character sheet and title page. If your at all interested in this I'd be happy to share it, along with some of my less organized musings. (PM me.)

As it stands the system doesn't really do 'cosmic' at all.
 

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