Flaws, Drawbacks, Negative Traits, whatever you want to call them, point-buy systems usually include negative abilities to go with the positive ones, which give extra XP instead of having a XP cost. There are two reasons that I didn't do them until BCZ:
1) Most of the time, the builds that take these builds are the ones that don't care about the penalty. This is the equivalent of putting all your points in Might and dumping Systems to 0, except you're doing it multiple times per PC instead of just once. While I think that BCG is a game that encourages a degree of system mastery, I didn't want to give people 60+ points of free stuff by handing out half a dozen easily ignorable drawbacks.
2) The other type of character that takes negative traits are the ones who want to use them for roleplaying, usually for plot or social drawbacks like being hunted down by ninjas or having to take care of a little brother. I do not like this approach, because getting your own subplot about having to deal with assassins or your baby brother isn't a drawback, it is a reward. Every character is supposed to have personal subplots, one or two of them shouldn't be getting free XP for them. For these characters we already have Genre Themes. This way, everybody gets GP from actually roleplaying those so-called flaws, instead of free XP that is only as much of a problem as the GM is willing to make it.
For those reasons, I decided not to have any negative abilities until BCZ, where I could add a sidebar explaining when and where to allow them. By hiding Design Flaws behind these two layers (putting it in an expansion + the aforementioned sidebar), instead of putting them in the core book, it minimizes the odds of them ruining games having one or two characters that are leaps and bounds more powerful than all the others.
Even then, there are only six of them. Turns out that writing Design Flaws that aren't 100% free points is pretty hard! Let' see how well they turned out:
Unarmed
...Okay, this isn't the best start. Unarmed is almost free points for one kind of PC: Full Support builds that don't care about Weapons and Might Tests. For everyone else, it is a serious building challenge. The only problem that the Full Support builds suffer is they can't contribute to Synchro Attacks, which is probably worth 5 MP, not 10, but it's better than nothing. Still, it is only fair that Full Support builds get one Design Flaw they can work with when Meleeists get their own.
Berserker
I quite like Berserker, as it presents difficult tactical circumstances on you, which you can play around by carefully choosing your Weapons and mobility options. This is easier for a GM to exploit by deliberately placing annoying damage sponges in front of the Berserker, which I consider a good thing as otherwise it is basically free 10 MP when you're a Duelist build. Arguably, this could be worth +100 MP because it lets the GM place the closest enemy unit behind fifty instances of Extreme Terrain, but then the Berserker's problem isn't the Flaw, but the dickishly murderous GM.
Miniature Model
There are two issues with Miniature Model. The first ist that, like with Berserker, if you carefully balance your mobility and range options, this is a free +20 MP. I think 10 MP is a small enough amount that I can afford to give it to people willing to jump through some hoops. But 20? That's a little too much. In hindsight, this shouldn't round up the Weapon Ranges. The second issue is that Page 8 of BCG says that, when you have to do multiple operations on the same statistic, you should always first halve then add or substract further modifiers. This means that Miniature Model doesn't affect the extra movement from Overbooster or the extra range from Long Range. Note to self: In the future, always halve at the end instead of at the beginning.
Limited Battery Time
This is a common mecha genre convention, which is good for it because it went through like 5-6 different versions and I would have scrapped it if the trope wasn't so ubiquitous. Some of the versions include: Rolling Systems or taking Damage equal to Tension, spending Energy equal to Tension or taking that much Damage and deactivating after a fixed Tension number. They were all very wordy, super unfun to play with, and some of them could be easily built around to give free 20 MP. This version is much harder to exploit, as Tension is a very significant bonus after Turns 1-2 and losing a fixed Level of Threshold each Turn is simply brutal. It makes you want to try really hard to use those 20 MP to end battles ASAP, but it is hard to blitz enemies without using Tension buffs, so it provides a decent buildaround challenge.
Precious Snowflake
According to some, this is 30 Free MP, because you don't need Antimaims to play the game. Others would say that this is a trap because there's no way 30 MP can compensate for the inherent randomness in losing all your important stuff by Turn 2. Perhaps the truth lies... Somewhere in the middle. *Jumps down a chasm*
Walking Coffin
Would you believe me if I said this used to grant 60 MP? The reasoning was that, even if you you could spend all of it on Defense/Threshold, you would only be a very strong unit at low PLs but you'd still be very vulnerable at high PLs. To be fair, it didn't have the Active Defenses clause at the time, so not even Absolute Barrier could save you. At some point one of my playtesters made me see reason and this was a terrible enabler for glass cannons with a billion ways to kill everything and everyone in Turn 1. The final version of Walking Coffin is a lot better at representing the type of unit that it is named after (ATs from Votoms), because you have to bust your butt to avoid taking Damage basically ever.
I started writing this thinking I'd be a lot more down on these, but I actually rather like them. There's only one real dud (Miniature Model) and arguably Unarmed could be a little bit harsher, but I think all the others are in a pretty good place where you have to get creative to play around the drawbacks and even if you do success is not guaranteed.
Next: New Features
Gimmick Out.
Personal opinions on the flaws:
ReplyDelete-Unarmed: As mentioned, free points for pure supports (slash pure tanks?). I'm not sure there's a way to do this one that isn't just 'free points for people who absolutely do not plan to attack'. Possibly hit the defenses instead by granting a disadvantage to them?
-Berserker: I wouldn't take this on many characters because I like having tactical freedom, but in terms of what it does vs what it should be doing, it's right on the money. A good flaw.
-Miniature Model: Yeeeah I always thought this halved at the end and as such stayed away like the plague from it. I don't think one can justify taking the minimech flaw for a lot of builds at all, cool as it is to play a medabot capable of fighting gundams. You can absolutely play an interesting machine with high Speed using this though, so it's not all bad?
-Limited Battery: This one, on the other hand, is one I'd write Conceptual Fail on in big bold letters. Mechs with limited battery time usually tend to be super prototypes of some sort, so it doesn't make sense that they get *less strong* as time passes before their juice runs out, particularly since they are, almost to a man (mech?) offensive models that would really like to have it. Tension can be assumed to be worth at least 24 MP in pretty much every fight (because who ends fights in less than 3 rounds?) at any level of play for attackers. If a fight goes four rounds long or longer you're already losing MP for taking this feature and I can't imagine climactic battles NOT taking that long. Overall I think it doesn't do what it should be doing. Maybe it would've been better to roll Systems to keep the machine going on emergency power past a certain number of rounds (3?), with an increasing TN? This'd mandate using GPs to squeeze that last little bit of extra juice you need to blast the baddy to kingdom come, and allies could help the test, which certainly seems on point narratively speaking, particularly if you could retry on a fail.
-Precious Snowflake: Now this is a fun one. It's very high risk-high reward, but you can make it work even if it'll cause you trouble. Honestly the one thing I don't like about this is 'can't gain weapons and upgrades through genre powers', mostly because it means you can't actually spend your points as you get em and sometimes seasons take a long-ass time to end. I've seen Mid-Season Upgrade used at the start of operations just to get access to the stuff you wanted to buy too much to really be OK with this. Fix that and I think this flaw is a solid 10/10.
-Walking Coffin: I once played a character whose mecha had this flaw, Unstable Reactor and the Immortal trait. Being made of absolute paper had never been so much fun before. I got a TON of points off the first two of those, and yet it never felt free because if I got hit when the time wasn't right, there was a very high chance of screwing over my teammates massively and not getting to play for the rest of the operation. Of course, when I COULD pick my time of death, it won operations outright in the most dramatic fashion possible, too...a really good flaw, IMO. Changes how you play, you can't work around it, and it's super fun thematically!
*Addendum: The reasoning behind the tension math is that nobody who's serious about attacking starts with less than 6 Might. If Tension effectively adds a stacking +1 to your Might each round, the first round takes you to Might 7 (so is worth 7 MP), the second to Might 8 (7 + 8 = 15), the third to Might 9 (7 + 8 + 9 = 24) and so on and so forth. It works out to being way too punishing on the offense which is off-theme.
DeleteI choose to look at Limited Battery = Super Prototype as the unit being naturally stronger (which it sort of is, because +20 MP). Still though, I see what you mean. Maybe after Turn 5 you get Tension again? That would probably be fine.
ReplyDeleteI'm not sure how that'd fit into Super Prototype conceptually, but a limited duration where you get no tension would certainly take it from 'just bad for offensive mechs' to 'stall until power is almost out, then finish with overwhelming firepower' which is, like, actually on point thematically.
DeletePrecious Snowflake was super OP for our group, as both the GMs I've had for BCG house-ruled maiming as 'When you lose a level of threshold, the GM just chooses one of your weapons/upgrades and you lose it. If he even remembers.' When ended up ruling that snowflake means that you don't just ignore maiming, but repairing the damage also doesn't bring the equipment back.
ReplyDelete