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BESM System Review



Preparing before the Game

First let's cover how combat is structured. Think of a combat phase as a two-part action with a few limitations on it:

  • Part one: Initiative
    Roll 1d6 and add your ACV to it to determine Initiative. The highest roll gets to go first.

  • Part two: Action
    Perform the actual action, dialogue, preparation, or whatever, taken by your character during this combat phase.

If the issue or conflict is not resolved by the end of the combat phase, you all start over with another combat phase. That's it!

There's a couple of useful things you should remember in regards to combat. First, Initiative is always rolled on only one die, and added to your ACV -- the higher the number the better. Second, since you're rolling just about everything else on two six-sided dice, your "natural" rolls (i.e. what the two dice come up with all by themselves) will span from two to twelve.

Important points! A natural roll is what you get when you roll dice, before you add or subtract anything from them. In this system, a natural roll of two is always considered to be at least a marginal success. Thus, a natural two rolled in combat by an attacker (whether you, or someone else attacking you) means the defender doesn't get a defense roll... and you get to do increased damage, as listed on the table on pg 211. Also, a natural roll of twelve is always considered to be at best a marginal failure, even if your usual stats and bonuses add up to greater than twelve.

Here's the other important thing to remember: any skills, attributes, stats, or tools you have help you make your rolls. For example, during the initiative rolling, if you have the Special Attribute of Speed it will help you in making your Initiative roll. During attacks you can use extra strength, the ability to deal out massive damage, firearms, any special maneuvers you might have, or anything else you can think of to increase your chances to hit. Defensive armor, acrobatic or martial maneuvers, heightened awareness, and a variety of other possibilities exist to make it harder for you to be hit.

The reverse is true also -- if you can take away any tools your opponent is using, or gang up on them, or blind them, you can make it harder for them to hit and/or damage you. This must be described by you and okay'd by the GM. This is because the mechanics to do so are frequently GM's option, i.e. they're added-on to the basic rules set.

Another important point! Whether or not your skills, attributes, stats, or tools allow you to get bonuses is ultimately up to the GM, since the mechanics are a little light on this. There are no mechanical means to engage in teamwork outside of combat, for example, so a player that wanted to help another player's character improve a roll would be making it up on the fly.

Therefore, if you want to get those bonuses, be sure you can politely and clearly explain your reasoning to the GM as to why you should get them. Also, be sure to graciously accept his decision as final, regardless of whether you get the bonuses or no.

Preparing before Combat

Look on your character sheet for the two numbers called DCV (Defensive Combat Value) and ACV (Attack Combat Value). How these numbers got there isn't really the issue. What's important is you remember the following things about the combat rules:

The attacker must roll on two six-sided dice, and get a number which is

  • under her ACV to successfully attack someone.
  • under her DCV to successfully prevent someone from attacking.

So, let's say combat's about to break out. First, run a mental checklist on yourself. This is the one I use, but you should make up your own, which suits your own personal needs, so you're ready to go:

  • Do you have your character sheet up somewhere where you can see it easily, and can read your skill levels and bonuses to the GM as necessary?
  • If you like having a drink handy while gaming, is it topped off?
  • Are all extraneous windows on your machine closed down?
  • Are all useful windows (i.e. any maps or other info you know you'll need) all open and ready?
  • Is there anything else you need to do, in order to be ready to concentrate fully on the upcoming combat?

Next, check your PC and do the same thing:

  • Does your character have all potential tools and teammates ready?
  • Do you have ALL the character's bonuses written down so you can find them easily?
  • Is there anything else your character needs to do, in order to be ready to concentrate fully on the upcoming combat?

A quick bit of explanation in regards to bonuses: different bonuses affect different stats, and you won't want to mix them up. Regardless of what bonuses you have, know how each bonus will affect your character's abilities -- and when you can use it! If the rule for some particular ability or bonus is complex or not used very often, I've found it useful to put the page number in the rule book where the description can be found right on the character sheet.

Remember your bonuses -- all of them. Talk to the GM out of game if necessary so you understand them all, and take notes; it's your job to manage your own character. Don't expect the GM to do it -- he already has all the NPCs to run. If you don't use your bonuses, you make your character less effective and the game less enjoyable for yourself. Hampering yourself so is, in effect, cheating yourself, your fellow players, and your character! -- and is no fun. Do yourself a favor, so you can enjoy the game to the fullest -- know how your character's bonuses work.

Next -- what goes when, in combat.






Last modified: 2002-Mar-17 18:01:27

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