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<blockquote data-quote="s/LaSH" data-source="post: 970973" data-attributes="member: 6929"><p>Hm. This all depends on how you intend to use Bats, really, doesn't it?</p><p></p><p>If Bats were to interact with dungeoneering adventurers, how well would he stack up? Difficult to say, really. How about we throw a goblin army at him and see what happens? I don't think he's going to do well against a horde of agile little monsters unless he gets to use the terrain against them (and let's say he doesn't). I just can't see Bats on top of a mound of bodies - he's going to get dragged down after taking out maybe a dozen, I reckon.</p><p></p><p>He hasn't demonstrated any supernatural abilities, either, unlike a high-level monk; and he's fairly well feated, but not to an extreme level, I'd say - rarely does he Whirlwind, for example.</p><p></p><p>Overall, I'd give him around 8 levels. He's good, yes, but he's not unbeatable and he knows it, which is why he uses tactics, deduction and maneuverability to his advantage. His player's obviously read Sun Tzu, and cranked up his stealth and deductive abilities. He's smart, he's fast, he's proficient at moving by swinging, and those are his biggest advantages. He can out-sneak most of the JLA and he's the World's Greatest Detective. But in any serious continuity he can't outpunch Supes, outmaneuver Flash, or... um... outswim whatsisface, Fishman. What he can do is avoid and analyse. See A League Of One, in which (SPOILERS) Wonder Woman sets out to take down the rest of the JLA. She takes everyone down with ease except Batman, who keeps her off balance and actually stays up longer than anybody else, including Superman. He's that good at not getting hit.</p><p></p><p>I give him a couple of Monk levels for the martial arts and high AC, and a lot of Rogue to get the skill points for Hide, Tumble and all those other useful abilities.</p><p></p><p>But that's just me.</p><p></p><p></p><p>In a supers paradigm, Bats is not really a combatant at all - he just knows how to get an ultra-munchkiny advantage over his opponents, usually by striking from cover and retreating using his superior maneuverability. If Batman fights any other super on equal terms, he gets his posterior handed to him. No, he has to keep his foes off-balance. He's got a massively high AC, of course. But then, most supers go for power over finesse, so not too much AC.</p><p></p><p>Either way, swinging around on a line is something that's very advantageous for Bats. That's not something D&D handles too well.</p><p></p><p></p><p>I can't think of stats right now, but I'll bear 'em in mind... they'd probably be high-end, of course, but not enormously so.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 970973, member: 6929"] Hm. This all depends on how you intend to use Bats, really, doesn't it? If Bats were to interact with dungeoneering adventurers, how well would he stack up? Difficult to say, really. How about we throw a goblin army at him and see what happens? I don't think he's going to do well against a horde of agile little monsters unless he gets to use the terrain against them (and let's say he doesn't). I just can't see Bats on top of a mound of bodies - he's going to get dragged down after taking out maybe a dozen, I reckon. He hasn't demonstrated any supernatural abilities, either, unlike a high-level monk; and he's fairly well feated, but not to an extreme level, I'd say - rarely does he Whirlwind, for example. Overall, I'd give him around 8 levels. He's good, yes, but he's not unbeatable and he knows it, which is why he uses tactics, deduction and maneuverability to his advantage. His player's obviously read Sun Tzu, and cranked up his stealth and deductive abilities. He's smart, he's fast, he's proficient at moving by swinging, and those are his biggest advantages. He can out-sneak most of the JLA and he's the World's Greatest Detective. But in any serious continuity he can't outpunch Supes, outmaneuver Flash, or... um... outswim whatsisface, Fishman. What he can do is avoid and analyse. See A League Of One, in which (SPOILERS) Wonder Woman sets out to take down the rest of the JLA. She takes everyone down with ease except Batman, who keeps her off balance and actually stays up longer than anybody else, including Superman. He's that good at not getting hit. I give him a couple of Monk levels for the martial arts and high AC, and a lot of Rogue to get the skill points for Hide, Tumble and all those other useful abilities. But that's just me. In a supers paradigm, Bats is not really a combatant at all - he just knows how to get an ultra-munchkiny advantage over his opponents, usually by striking from cover and retreating using his superior maneuverability. If Batman fights any other super on equal terms, he gets his posterior handed to him. No, he has to keep his foes off-balance. He's got a massively high AC, of course. But then, most supers go for power over finesse, so not too much AC. Either way, swinging around on a line is something that's very advantageous for Bats. That's not something D&D handles too well. I can't think of stats right now, but I'll bear 'em in mind... they'd probably be high-end, of course, but not enormously so. [/QUOTE]
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