Monday, December 6, 2021

GURPS Action: How Balanced are BAD Guys?

 At the GM’s option, henchmen without character sheets have an effective skill of 10 + absolute value of BAD: 11 at -1, 12 at -2, and so on. As with all BAD things, this is abstract. Actual skill, equipment quality, extra time, and anything else that might matter is all rolled into one handy number. -- GURPS Action 2, page 5

Last time, I looked at BAD.  I meant to look at Mooks too, as that's the real point of this exercise for me, but I took so much wordcount just looking at BAD itself. With that out of the way, let's look at Mooks themselves.

I will note, as I noted last time, that Mooks in Action, don't actually have (Absolute BAD)+10 skill; per page 45-46 of Action 2, they have skill 10-15, which might be completely unrelated to the BAD.  Skill seems to be all that matters: they have a static Dodge of 8, Parry of 8, and ST of 10.  The game largely takes damage out of the equation, and that makes sense: with guns available, characters who get hit tend to get removed from the fight pretty quickly, so we'll largely dispense with weapon other than to note melee vs ranged and focus on chances to hit.  

We'll focus almost entirely on combat capabilities (Action even suggests not using BAD for combat), as that's the point of balance I'm most interested in.  When it comes to things like "I try to Fast-Talk the guards" I'm fine with just applying a BAD penalty.

GURPS Action: How Balanced is BAD?

As an alternative to detailed modifiers, the GM can set a sin- gle difficulty – the Basic Abstract Difficulty (BAD) – that covers all aspects of a particular phase of the adventure. This is simply a penalty from 0 to -10 that replaces detailed situational modifiers. The only other modifiers that apply are those that the PCs bring into the picture: bonuses for equipment, penal- ties for disadvantages, etc. -- GURPS Action 2, page 4

At the GM’s option, henchmen without character sheets have an effective skill of 10 + absolute value of BAD: 11 at -1, 12 at -2, and so on. As with all BAD things, this is abstract. Actual skill, equipment quality, extra time, and anything else that might matter is all rolled into one handy number. -- GURPS Action 2, page 5
I have long taken these words as gospel and applied them to Psi-Wars verbatim.  Should I?  That might seem like an odd question, because the value of BAD, it's simplicity, seems obvious on its face.  You have a single difficulty and you apply to (almost) everything.  What's wrong with it?

Well, nothing specific, but I often find that what I think of as a reasonable bad per what GURPS Action tells me, the PCs will absolutely blow through.  That's not necessarily a problem.  Sometimes, the heroes really do blast past the issues they face like they're nothing. Action heroes are, after all, larger than life.  Even so, knowing you'll pass every check makes the game somewhat tedious and drains all the fun out of a scenario, especially if it happens unintentionally.  Sometimes I find it useful to meditate on these values and what they mean.

This goes double for mooks.  Should we just give mooks absolute BAD +10 for their stats? I will note that if you go to the back of Action 2 and look at the actual stats for Mooks, they don't explicitly follow this. What's a good, base value for a mook? And what sort of challenge levels are we looking for.

Wednesday, December 1, 2021

Wiki Highlight: Aliens!

My, I posted a lot less in December than I thought!  Most of my attention has been on the wiki, and I wanted to finish up the basic alien templates, so people have at least something to work with.  There are more aliens! But this gives a pretty good overview of the aliens of Psi-Wars.  I've added:

I've added:

  • The Karkadann, the mutant technologists from the Zero-Template Challenge
  • The Vithanni, the blacklit, aura-clad slaved from the Zero-Template Challenge
  • The Nehudi, the primal, nature-bound natives of the Sylvan Spiral
  • The Sathran, the cannibalistic snake-people from Iteration 5, updated to be more like the Kaa and the Serpent-Lords.
  • The Keverlings, adorable-but-dumb beetle workers of the Umbral Rim, and result of a backer poll.
I've also updated:
  • The Gaunt, to be a little more forgiving on modifiers
  • Slavers, with lots of additional information
You can always find all the details of the aliens of Psi-Wars on a dedicated page here.

Backers can see more of what I've worked on in the backend (Patreon, Subscribestar). 

I don't expect to get more done in December, as it's the holidays and I'll likely be busy, but we'll see where life takes us!

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