Monday, December 10, 2012

Mobility Abiltiies

Armored Mutant (Hector Busamante)
I got back the second proof-read chapter of the book (Generic Archetype Points) and was pleased to find a large number of edits--which fits with my internal assessment of how many errors I make. We are moving along to the (far more complex) Innate Powers file which has more than "just powers" but also a whole lot of rules for creating animals and larger or smaller characters.

Enhanced Mobility
After some discussion--including feedback here--we are looking at a suite of "enhanced mobility powers." These allow you to:

  • Always take a 'free step' with an attack (instead of just when you make a very good Initiative roll).
  • Make a "continued move" for 3 REA instead of 5.
  • Get a "Free dodge" with any move you pay REA for. This should include a dodge when closing distance with a Long Move action.
  • Possibly 'retreat' as some kind of Medium Action (allowing you to hit-and-run without getting your turn interrupted by a parting-shot).
The intent behind these is as follows (note: this sort of thing is probably all one power):
  1. The basic JAGS rules do charge a fair amount for running around. You can't easily hit someone and then run. You usually do pay a fair cost for "charging into combat." You are encouraged to move up "kinda close" with one move and then close all the way with a second (rather than rushing across the battlefield). If you run-by people you get hit without a defense. This is done to encourage a kind of tactical wargame feel if playing with a battle map (allow "Front lines" of defense, encourage 1-on-1 face-offs, etc.)
  2. For some characters, though, and some battles, we want a lot of fire and movement--especially when the net impact of that is small (i.e. the mental image of flying super heroes flying all over the battle zone firing blasts at each other--there is no/little net effect of the movement--but it looks good). Additionally, some characters (Fast Company action heroes, for example) will be much more mobile than others and will use it to good effect---but it should more or less cancel out against each other.
  3. The split between characters who "just take damage" vs. those who block or dodge it is a big deal: characters with lots of armor designed to soak up damage don't spend REA on anything but attacks (as a rule--or movement) so they tend to be a lot more "mobile" if they want to be. Characters who must reserve some REA for defenses tend to be less mobile as a result. This goes counter to what we want (hence the "free dodge with move").
The net impact of adding these will require some testing and thought but I think it will generally help if we can make sure that players are properly guided to those abilities where it makes sense.

1 comment:

  1. The impact of addition it will require some testing and thought but may be it will generally help if we can make sure that players are properly guided to those abilities where it makes intelligence.