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BESM System Review
Combat Suggestions
These combat suggestions are all written mostly from the
player's perspective, and are basically ways to get your combative
character/character group the greatest benefit with the fewest losses,
within this system. You don't need to use all the suggestions, of course
-- just use what works for you. Also, you should keep in mind that using
too many of these suggestions will potentially imbalance a game, since
the system has no checks and balances designed into it.
This means a persuasive player can easily take advantage of an
overworked GM and end up with an imbalancing and unfair amount of power,
in comparison to the less pushy players. Keep in mind, it's one thing to
"share the wealth" when it comes to GM concessions -- but it's another
entirely to try to hoard it all for yourself.
On the other hand, GMs reading this should also keep in mind that
it's damn easy in a system like this to abuse your players. This system
has little to no granularity. This means that instead of (N)PCs slowly
and smoothly increasing in power, there are, in effect, two settings:
the lower-powered folks, and the over-powered ones. Be careful, if you
are a GM, that you haven't made all your villains too tough for your
player characters to affect whatsoever.
Finally, the rulesbook encourages GMs to use this system for what is,
basically, a rules-light game where the demands of the story are more
important than consistency. GMs should remember that in such a game it
is neither fair nor right to penalize a character, just because you're
momentarily unhappy with the player. This is true, no matter how
self-justifying or in-game-sounding your excuses may be. If you're unhappy
with a player, take a moment to be a good GM and be impartial... and
roll some dice instead of making it up as you go.
That being said, here are the suggestions.
Push for bonuses; make it up as you go
There are a few possibilities in the rules that can be exploited so you
can exercise different strategies while in combat. However, mostly you'll
have to make it up yourself, figuring out creative reasons you should get
more bonuses and coordinating with your fellow players as you go.
This means interpreting any and all of the player suggestions falls
rather heavily upon the GM. While still attempting to objectively run the
NPCs as well, the GM must also decide on the fly what player requests
might work, what sorts of penalties and bonuses they might confer,
and any other mechanical or other ramifications of these actions.
Needless to say, this is a tough job. Therefore, as responsible
players it behooves us all to be alert, plan ahead of time, explain
clearly and concisely to the GM, be ready to work together promptly on
whatever plans we have, and be politely sympathetic to the (possibly
flustered) GM's situation.
Understand and use the "Expanded Combat" options
Please note: I consider teamwork an important and integral part of
a good game! Thus I am differentiating between possible strategic rules
or skill usage to benefit your team, and simply buying up an increased
power for your character. However, regardless of how you use them, you
will definitely want to understand and implement as many of the
specialized powers or attributes allowed by the "Expanded Combat Rules"
(ECR) as you can talk your GM into. Without them your PC will probably
be frustratingly ineffective in combat.
You'll find the entire list in the ECR section on pg. 223 of the
BESM second edition rules book. Some of them, like the mecha rules,
are apparently intended to be used only in games with mecha, so be sure
which you're using. They comprise seven pages in their entirety.
The ECR include options for: Extra Aim, Attacks with Two Weapons,
Called Shots, Fast Draw and Attack, Striking to Wound, Firing
Personal Weapons from within a Mecha, Extended Range Modifiers,
Throwing Heavy Things, Total Attack, Wrestling and Grab Attacks,
Total Defense, Shock (being stunned), Critical Injury (bleeding),
etc. I would recommend all these options be used for a game-combat
experience with more texture. However, some of the options in the ECR
are quite... um... cinematic and the GM should carefully consider if
all of them are appropriate for their game.
Create teamwork within the system
There are fortunately a few things you can do to coordinate with teammates
during a fight, to increase your odds of taking down an opponent. You'll
need to use specific abilities from the ECR, so this assumes your GM has
okay'd their use. I'll refer to them by the names the book gives them:
Called Shots
The "Called Shot - Disarming" attack skill allows you to shoot or knock
your opponent's weapon out of their hand(s). This is nice, because
the gained benefit for doing so (minuses for the opponent's attacks)
extends to the entire character group. If you're not strong enough to
grab an opponent, this is a viable means to help your team.
Weird side-effect: the noted exception is if you use a
flexible weapon to disarm with, your opponent is automatically
disarmed. That's helpful!
Wrestling and Grab Attacks
If you can successfully grab and hold an opponent you will give it
penalties on all its attack and defense rolls. This means any of your
team striking the person you've immobilized will have the benefit of
those penalties also.
Weird side-effects: While all the variants of "Wrestling
and Grab Attacks" perform roughly the same, you should note one or two
specific cases:
First, 'Disarming via Wrestling' seems somewhat counterproductive from
a teamwork perspective -- why not grab the bad guy instead, considering
you have a better chance of doing so? If you've grabbed a weapon you
potentially get penalties to the opponent's attacks -- which is the same
benefit as a "Called Shot - Disarming." However, if you grab the actual
opponent you get penalties to the opponent's attacks and
defenses. Thus I can't recommend trying this unless a) you're not strong
enough to hold the opponent, or b) you have a friend who's already
grappled the opponent, and the weapon is extremely dangerous.
Second, while you're holding your opponent for your partners to pummel,
note that 'Strangling' is automatic damage from the "holder" to the
"holdee." Those sound like good odds to me -- why not try it? 'Biting'
also could be useful, if you have fangs, although you should note that
it's not automatic damage.
Third, 'Throw' sounds good in the book, but defeats the purpose
of pinning someone for your teammates. If you throw your opponent,
they're loose again, and you and your team have lost the benefit of
penalties on your opponent's attacks and defences.
Fourth, the longer you can keep your opponent pinned, the more your
teammates can pummel the opponent. Under those circumstances, you might
as well use 'Pinning' as well, especially if your opponent is nearly as
strong as you.
Side note: this skill-set was part of the reasoning behind my
character in the former DNAnimals/Tamashi game. My PC was extraordinarily
tall and strong, although not the best fighter in the group. However,
if she could successfully grab an opponent she could pin them against
herself, immobilizing them -- and her more damage-dealing teammates
could attack the opponent more successfully.
Total Defense
This is basically your character doing nothing but defending. It
may not sound very exciting, but think carefully about the tactical
implications of doing this. Your opponent will be, in effect, wasting
attacks against you -- which means the opponent is not attacking
your teammates! Not only are you unlikely to be damaged, but also your
teammates can gang up on the opponent more effectively.
Those are the only three ECR abilities that allow you to engage in
teamwork. If you've used Hero system before, you've doubtless recognized
them all... some of the names are even the same. Fortunately, there are
a few other things you can do to promote teamwork and effective combat
within the parameters of the rules.
Buy the two teamwork-oriented attributes
The "Gun Bunny" (pg. 30) and "Kensei" (pg. 32) attributes give special
powers to characters who have bought those skills, and enhance their
ability with some of the Expanded Combat actions. Check and be sure
you've bought the right option for whatever your teamwork-oriented ECR
abilities are... you don't want to waste points. Keep in mind these two
attributes alone, however, are specific to a single character; i.e. they
alone don't really benefit the team tactically in combat.
Two curious side notes: first, both the above involve some pretty
amazing abilities -- yet are considered "normal" attributes. I presume
the term "normal" is being used in an anime sense here?
Secondly, the "Kensei -- Blind Fighting" attribute says you receive no
penalties when fighting blind. Unfortunately there's nothing clearly in
the rules about what penalties should apply to someone fighting while in
the dark or blinded.
The closest thing I can find is under the Special Attribute
"Invisibility," on pg 108 of the second ed. rules. There it states that
if the invisible character does something to betray their presence,
i.e. shouting or firing a gun, then melee attackers suffer a +2 penalty
to hit the invisible person. I mention this because it would be useful
so that the GM could make up appropriate penalties for night fighting,
since the rulesbook does not appear to specifically do so.
Gang up on your enemies
On pg 209 in the second ed. rulesbook, where defensive actions are
being discussed, there's a small but important thing to note -- how to
gang up on an enemy. Defenders can defend from as many attacks as they
want... but there's a cumulative +2 penalty for every attacker
past the first one. This wonderfully imbalancing technique means with
enough attackers you can make it literally impossible for the defender
to successfully defend. Remember this next time your group is faced with
a boringly god-like NPC!
Use held actions to set up teamwork
Holding your action (pg. 203) may not sound that exciting, but, used
creatively, it can be a useful combat technique within a team. Here's an
example: assume a team with someone slow but strong, and someone fast who
can deal out a lot of damage -- if they can hit. If the fast person
holds his action, allowing the slower person to grab their mutual target,
then the fast person can be sure of delivering damage to the restrained
target. There are many other ways to use a held action creatively as well,
of course.
Use area attacks
The one other thing that's difficult to defend against is area
attacks. Check out pg. 161 for 'Weapon Attack Abilities - Area
Effect.' Here's another reason area attacks are nice -- unless there's
a very solid barrier (GM's discretion) between the defender and
the area effect, the defender will take half damage even if they make
their defense roll.
Get more armor
Then there's the basics for individual characters -- get
armor! Armor can help tremendously if you are the target of
an area attack. If you've already got armor, get more! BESM doesn't have
enough complexity to penalize your character for huge amounts of armor, so
I guess you might as well help yourself to as much as possible. Besides,
this is an anime system -- it'll look cool. :-).
Use the lack of granularity in the system to your
benefit
The last thing you'll really want is to make sure you've bought as many
things as you can get away with to raise your character's relative power
level in-game. As a good friend who's actually played BESM put it, "The
system runs smoothly; the problem lies in power level. You're
either Musashi [i.e. possibly the most famous Japanese swordsman
ever] or you suck, with very little in between. It's really easy
for a favorite villain to just knock the taste out of your mouth."
This lack of granularity in the game (i.e. either you're fantastic or
you haven't much of a chance) is due to the sharp bell curve on 2d6 (the table showing the percentage chance any particular
number will appear in a 2d6 roll). If you have a one-point advantage
on your opponent in any opposed roll, you have a clear advantage. A
two-point advantage is an almost certain win. This is not a guarantee,
however, since any single roll of 2d6 still has a fair chance of rolling
in either extreme.
Another thing to remember is most rolls in BESM are not opposed,
i.e. you don't use them to directly affect each other's rolls. For
example, the attack/defend roll are not opposed rolls. You roll to
attack, and your opponent rolls to defend. Your skill on attack does
nothing to reduce your opponent's ability to defend. This means that two
high-skill characters could fight for quite some time without hitting
each other. Yes, this can get tiresome. ;-)
So when it comes to the damage you deliver, the weapons you carry,
or any physical advantages you may be buying (like strength, speed,
etc.), consider carefully if you think combat will be an important part
of your character and/or the game you'll be part of. If you think it will
be important... buy that stuff up. There's a reason it all costs
more, after all -- the game authors don't want players buying it!
Most villains are designed somewhat like "one trick ponies," i.e. most
of their points go into whatever their specialty is. Keeping that in mind,
you really might want to consider strongly whether or not you want your
entire group of characters to be vague generalists, like most individual
players design their PCs -- or whether you might be better off with
you and your fellow players selecting roles in which to specialize,
i.e. the strong, slow, tough fighter; the multi-skilled, intellectual
mage that can't dish out much in the way of damage; the fast, light,
but heavy-damage-delivering fighter; the lightly armored, light-damage
thief/tactician/persuader, etc. Not only will that give your characters a
good reason to hang out together for mutual support (and GMs love
that!), but your character group also won't end up being repeatedly
trashed by a single, frustratingly lopsidedly-designed villain.
That's it for combat suggestions. Next -- personal opinion
stuff. Probably pretty boring... feel free to skip right to the combat
example.
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