Sunday, August 26, 2007

Goodbye, So Long, Farewell, Long Live the New Edition

BESM 1e
My first impression of using BESM 3e was quite positive, and I’ve been thinking about the differences between the new BESM and the previous edition. I’ve mentioned, briefly, the basics of the BESM 2nd Edition mechanics before. The characters are defined numerically by three stats: body, mind, and soul (quantifying the physical, mental, and metaphysical/supernatural). The success of non-combat actions are determined by rolling two six-sided dice (or as those of us in the hobby would say 2d6) and comparing the number to the relevant stat (body for physical actions, mind for mental actions, and soul for basically everything else), if the result is equal or less then the stat the action succeeded. Various skills and abilities can be taken to make success more likely (for both combat and non-combat actions), but those are the basics.

BESM 2eCombat itself is slightly more complicated, but only slightly. If one of the PCs in my campaign were to try and put the hurt on a hapless NPC it would have gone something like this. First the player would have tried to hit NPC (probably with a sword, they all seemed to like their swords); the player would roll 2d6 hoping to get a result equal to or under his attack combat value (which starts out as the average of all three stats). If the result was over the combat value the attack was a miss and we moved on, but if the player succeeded then I’d make a defense roll for said hapless NPC. I’d roll 2d6 and hope to get under the NPC’s defense combat value (which starts out as the average of the NPC’s three stats minus two). If the defense roll succeeds then the NPC managed to block, dodge, parry, soak, or otherwise some how avoid what would have been a successful attack. Should the roll fail the player would gleefully announce how much damage his attack just dealt.

BESM 2eRDifferent variations on the “roll this number or less” mechanic have been with role playing games since the very beginning of the hobby. It is certainly a serviceable mechanic and I’ve played many fine game systems that make use of it (GURPS and the Hero System come to mind, but they hardly scratch the surface). It can have some drawbacks however. Depending on exactly how it gets implemented it can be counterintuitive – for example in BESM 2nd Edition bonuses are expressed as negative numbers, while positive numbers are penalties. It can also start to break down when a character has enough skill, bonuses, or other modifiers to raise the target number above whatever the highest possible number you can roll on the dice the game is using making it basically impossible to fail. In BESM 2e, which uses 2d6, that number is 12 (while in GURPS and Hero that number is 18 because both systems use 3d6). This point can be reached pretty quickly and easily in BESM 2e even by starting characters.

With BESM 2e in particular another problem that could arise during combat is the characters that go first in a combat round tend to do nothing but burn through the opponents defenses allowing the slower acting characters to actually damage them. First off combat rounds - almost every role playing game divides combat time into discrete units generally called rounds, turns, or phases which usually represent a few seconds of time (I’ve seen systems where a round was as fast as one second, and others where it was as long as one minute). Now as for burning through defenses – the simple combat example I gave above covers one person making one attack, but there are various abilities that allow for multiple attacks during a round (alternatively more then one person can attack the same target in a round). BESM handles this by making the target’s defense combat value decrease by two for each use after the first in the round. If the target also has multiple actions during a round the penalties start once all of those actions are used up. I tended to throw one powerful opponent backed up by some cannon fodder at my players so I tried to design them to be able to fight multiple opponents. Since for most of my campaign the PCs had two actions a round, their opposition usually had three.

All of the above added up to make most fights look something like this (in a very simplified sense): the first PC would attack twice (almost certainly succeeding both times), the villain would defend twice (again almost certainly succeeding both times), the second PC would attack twice, the villain would successfully defend the first attack and have about a 50% chance of succeeding at the second attack, the third PC would attack twice, the villain would try to defend but at this point had only a minute chance of succeeding, and this was repeated until the villain was defeated. Fortunately creative players can go a long way to alleviating this problem, and my players were nothing if not creative. Seriously how many players would think to have their characters use Ethernet cable to first lasso an attacking dragon, and then use it as reigns to ride said dragon while fighting other dragons? And the great thing about BESM 2e is it is flexible enough that when aforementioned player announced his plans regarding Ethernet cable and attacking dragon, or any of the other countless wild/crazy stunts they all pulled I didn’t need to grab the rule book and start madly flipping pages to try and find a relevant rule, I just had them roll their attack and applied whatever seemed relevant as a modifier and adjudicated the results.

BESM 3eSo how does BESM 3e differ? Well it does away with the “roll under” mechanic in favor of roll 2d6, add your relevant skills and other modifiers (or subtract relevant penalties), and total your result - if it is equal to or higher then a target number set by the GM you succeed. These types of systems tend to be a bit more intuitive for people to grasp, although the need to judge what an appropriate target number is can be annoying for the GM. As for combat both sides roll 2d6 and add their combat values (plus other relevant modifiers) and the higher total succeeds (ties go to the attacker iirc). Character creation is more complicated then it was under 2e. Characters in BESM 2e where built on fairly small point totals as compared to most point based role playing games. I favored 25-35 points for starting characters, whereas GURPS 3rd edition suggested 100 points for most of their starting characters (really 145 points since it was 100 points + 40 points in disadvantages + 5 points in quirks), while HERO 5th edition suggests 150 points for their starting characters (at the heroic level for super heroes it suggests 350 points). Granted each of these games uses a completely different system so you cannot really just compare point totals, but in general the more points you have to create a character the more complex your options are going to be and the more powerful (or diverse) your character is going to be. The characters we created for Matt's campaign were built on 300 points and I'd estimate are about on par with a 2e character of 30 or 35 points. So obviously the costs of the various abilities in BESM have been completely reworked for 3e, and the number of options available to you has increased significantly. This certainly doesn't hurt BESM, character creation was extremely flexible under 2e, and it only becomes more so under 3e. While I have to reiterate that character creation has become more complex, I'd still say it is far easier than say Hero 5th edition or Shadowrun 4th edition.

Anyway to sum up, my first taste of BESM 3e was positive and I look forward to playing some more. I believe we are getting together again on Labor Day for round two of the Mattoverse, so I'll probably have some more to say about it after that.

Before I go I'd like to point out I've been blogging for one year. Woohoo! I'm a little surprised I've kept it up, all previous attempts at anything resembling a journal have failed quite miserably. By my count I've been blogging for 381 days and with this being post 54 I'm averaging just over one post every seven days; which is pretty much exactly what I wanted to do. So huzzah for me! In celebration I leave you with this amusing picture that has nothing to do with BESM, or anything else I've talked about in this post.Steampunk, Yeah it's like that

1 comment:

MJ said...

Thus far, choosing an appropriate target number hasn't been at all annoying. I think it has a lot to do with the handy-dandy table they have ("easy", "average", "difficult", "highly improbable"), which makes gauging the right target number pretty easy.