Showing posts with label Battle Century G. Show all posts
Showing posts with label Battle Century G. Show all posts

Feb 28, 2021

Introducing Battle Century G Remastered

I really wanted to post this last month, but it wasn't in what I'd call a presentable state. It's still incomplete, but what is finished is good enough to use. Without further ado, let me tell you about Battle Century G Remastered.  
This baby's got big 80's energy.

In order to explain what Battle Century G Remastered (BCGR for short) is, I first need to explain what it isn't: It is not a second edition of the game. BCGR is an update and improvement to BCG, but doesn't break away from the mold enough to count as a second edition. If the current version of BCG is v1.2 and the suggested balance changes & errata I posted a while earlier are an unofficial v1.3, this would be the game's v1.4 update. 

Here's what the finished version is going to have:

  • A compilation of the rules in BCG and BCZ.
  • Integration of the errata and suggested balance changes posted way back in 2018. 
  • A handful of additional improvements to Intermission abilities (Miracles, Equipment, etc.)
  • Substantial editing and rewording to make the text easier to parse.
  • Improvements to the alternative rules modules in BCZ (plus some new ones).
  • Updates to the premade NPCs in BCZ.
  • A better, more fleshed out and cooler setting.
  • A premade campaign scenario 6 to 12 episodes long.

Currently, I'm up to the first four bullet points. You can check out the System Reference Document here. The remaining four bullet points (particularly the final two) are going to take longer to finish.

Here's the full v1.2 to v1.4 Changelog: LINKING IT BECAUSE IT IS SEVEN PAGES LONG. I'm also noting which ones are from v1.3.

So I've been wanting to make a second edition of BCG for a while, because there are a bunch of things in the game that I think I would do differently today. There are two problems with it though: 1) It's very different from BCG, it's like the jump from GGG to BCG. Still recognizably the same game, but I can see some considering it a downgrade. 2) It's gonna take a long time to finish and I think I owe you all some content before that's done.

This Remaster is that content. BCG:R is my way of saying thank you for sticking with BCG after all these years. I don't want to spend millenia tweaking and adjusting rules again, but I think I can make a few changes here and there to make the game just a tiny little bit better for everyone.

I've learned a lot about game design since BCG came out. Making MP, in particular, has given me the chance to practice with tighter worldbuilding, easier character creation for beginners and premade campaign scenarios to help give GMs a good idea of how the game should go. I intend to put these skills to use. Once it's finished, the Remaster will be the same BCG experience but with a prettier package and easier to learn.

The one thing I will be sad to see go is the flavor text. The little references like Sunbot 3 and the Nu Ganmen make me smile to this day, years later after having written them. But BCG is a game that can be somewhat difficult to get into and a more cohesive and better written out setting makes that part so much easier. Flavor text can be a big help to properly convey worldbuilding so I should redo every entry from the beginning. Some references may survive the process, others may not. I think it's a worthwhile price to pay.

So that's what I'm doing. I haven't said anything about what I want to do for the setting, modules, etc. but I'll get to that in future posts.

Gimmick Out.

Aug 12, 2018

The Battle Century Errata, Troubleshooting & Balance Changes Documents

Monsterpunk is on the horizon, but before I fully reveal it to the world I want to do one last thing for BCG. That's these three documents here:

Errata

This is the most important document and the one that will could get integrated into the books proper. Most of it are fixes editorial mistakes, clarifying complex rules text or rewrites to rules that just plain didn't work properly. There are a couple of mechanical changes, but they're the kind that address multiple issues with the game rather than being pure balance changes. It saves me time to change a general rule as errata here instead of adding a bunch of balance change suggestions in its place for the documents below.

Troubleshooting

This section is too large to add it to the books, so it's going to stay as a google document. As the name says, it is basically a FAQ, mostly involving quirky rules interactions. Most of the questions come from the comments section and the discord server. Some of the answers may contradict things I've said in the past, and if they do, you should consider what is in this document to be my final word on the subject.

Balance Changes

Last, but not least, a bunch of suggestions to improve your BCG + BCZ experience. They're just that, though, suggestions. Most of them are strict improvements to the rules, but if there's something you don't like in them, you can just pick and choose what to use what to leave in there. Want to nerf Absolute Barrier but don't want to cap Tension? Cool, that's why this is a google doc of suggestions only.

And now a quick FAQ:

Are you going to make more content for BCG?
No. Consider these documents a parting gift to the game, at least until I decide it is time to rebuild the whole system for a second edition.

What if the errata needs its own errata?
The documents are open to comments, so if you spot a typo, are confused about a ruling or have a suggestion about a balance change, leave it there.

So you will be updating these documents?
I'll probably do a round of typo fixes later at the least and continue to answer more questions for eternity. Mmmaybe I'll add some additional suggestions or tweak existing ones later, but no promises there. If I do it, don't expect it to be a regular thing.

I found another typo, can you add it to the errata doc?
Leave it in the errata document as a comment somewhere and I will get to it eventually.

When can we expect the PDFs to be errataed?
Probably by the end of the year. I want this to be the last errata update, so I'll wait to make sure that we won't need future errata fixes.

That's it! I may do the rest of BCZ as a Retrospective at some point, but the next thing I want to talk about is my new game. With any luck, the next post will be about Monsterpunk's open beta.

Until then!

Gimmick Out.

Sep 24, 2017

Ideas for Additional BCG Material

Before I got caught up writing about making pacts with monsters, I had a few ideas for BCG play aids and supplementary material. Right now, all these projects are on hiatus until I finish Monsterpunk. Some of them may be finished after that, while others will probably never happen.

The first of the play aids would be a GM screen. For simplicity's sake, it would come in the form of printable inserts to use with something like this: The main reason that I never made one is that BCG already comes with a fairly comprehensive quick rules reference. There are a couple of things that aren't in there (mostly expansion material like new terrain and the transpatial randomizer tables), but overall I thought there wouldn't be much of a need for one. The subject of a GM Screen does come up every now and then though, so I figured I would make one. To the five pages of the quick rules reference, I was going to add Ally Reinforcements, Troubleshooting and the Transpatial Randomizer tables. Adding up all this stuff made it go to a total of 13 pages - a little bit more than a GM Screen is meant to handle. It might be possible to trim it down to 6 pages with some creative summarizing, we'll see.

The second set of play aids I thought of were a number of random idea tables. These were pretty fun to make at first, including Character names that would be right at home in any Gundam or Tomino series, such as Tetsu Terfing and Akasha Apostolo. Mecha names forged in the fires of mount ham like God Grangunner and the Wingbein Powered. Weapons of every shape, color and flavor like the Lunar Gunblade and the Atomic Shotgun. Unfortunately I ran out of ideas around that time. I was going to try writing disguised company and product names (like WcDonalds and Starducks) when I got caught up in other things.

The third idea was to make a couple of ready-to-play missions that could be used for oneshots or as a starting point for longer games. The problem here is that BCG is a setting-agnostic system where the plot revolves around the character's goals and needs. Any given Operation should be tied to one or more PC Themes and help advance a larger plot which... Doesn't work well for a standalone oneshot concept. These issues, incidentally, are why BCZ features five operation scenarios without any plot to them. One way to go about this would be to use the setting in the core book, including premade characters and writing a story arc for them to cover multiple episodes rather than just one. This would be a much larger time investment though, I'm not there's enough interest to make it worth the effort.

There was also an idea to print a deck of ability cards listing what all the abilities in the game do, reminiscent of what D&D 4E had. The main problem here was one of production costs: The game has around two hundred Powers, Upgrades and Weapons between BCG and BCZ - not counting enemy or character-scale abilities. Illustrating all those cards isn't free - on the contrary, it is quite expensive. This is one of those ideas that were discarded and will probably never happen.

The last and possibly most ambitious of these ideas was to put out there a Custom Weapons Creation system. The big problem for custom weapons is that the system is inherently an exploitable mechanic and begs to cause balance problems. I originally thought this could be fixed by writing pages and pages of guidelines and advice for what to allow and what not to allow... But I really, really wouldn't hold my breath hoping for that to work. If it were to be released at all, it would come with a huge disclaimer saying you're on your own if there's any balance problems.

In the end I set all these ideas aside to focus on Monsterpunk. If there is interest for these, I may change my mind and go back to them earlier. If you want them and want them this year, drop me a comment.

Until the next update, Gimmick Out.

Feb 5, 2017

BCG Retrospective XL: Ally NPC Reinforcements

Allied Reinforcements are the last bit of hard rules in the book. They're not used a lot or even well known, which I guess is logical since they're hidden in the back half of the manual. They serve two important purposes that make them worth looking at, however: First, they allow the GM to include friendly NPCs in the battle without having to write detailed sheets for them. They do this without drawing attention and screentime away from the PCs, which is nice because their owners still have earn that victory. Second, they're a good way to adjust difficulty mid-battle and make things easier for the PCs when things become accidentally too hard. A GM can have them show up and immediately heal a PC or do a bunch of damage to one NPC, then either continue assisting or have them leave afterwards if their help is no longer needed.

Their three available Actions emphasize this support role: They can do chip damage with Barrage, draw fire away from the PCs (and probably die heroically in the process) with Overwhelm, or use Knowledge is Power at no GP cost with Analyze.

By default, the GM controls Reinforcements just like any other NPC. But my favorite application of them is allowing the PCs to command their allied NPCs during battle. The other Players have to decide together which abilities should be used and when they should be used, so it takes a bit of planning and coordination, but it's not too much. This way they can become a regular fixture of Operations adding another tactical element to the game and involving NPCs more in battles.

The six Reinforcement Powers include: An offensive buff (Formation G), a GP bonus (I'll Grant you Power), a defensive buff (Raise the Shields), doing a moderate-to-large amount of damage to a single target (Focus Fire), an extra Action (Carry our Hopes) and lastly a big heal effect (Live!). Focus Fire is the only one that isn't some kind of support ability to benefit PCs, most of them being considerably stronger than anything available to PCs.

Formation G
Formation G is one of the strongest buffs in the game and, until the expansion, the only way to gain Aim + Suppression bonuses to an immediate attack that didn't cost an arm and a leg in Energy + MP. I think the power level and flavor are solid, since it's just a big buff that sets up a PC to make a strong attack but they have to use the right weapon and hit the right target to make it count.

I'll Grant you Power
This is a very strong utility power. Because RPs regenerate over time, these can grant potentially infinite GPs to the PCs. This is the kind of ability that only works because the game is so fast paced that, while the Power is strong, it can't really slowly turn around a battle by sheer attrition. At least I don't think it does. I'm sure there's some build out there made to exploit this ready to prove me wrong.

Raise the Shields
A bonus of 10 to Defense can make a PC all but invincible momentarily, but I think this one should have been a Damage prevention effect instead. This Power often goes on PCs that are already wounded and would be taken out by some direct damage effects, which do happen quite often, and it would make them better at surviving a wider variety of enemy attacks. A damage prevention shield of, say, 15 Damage would have worked fine I believe. It'd be worse against generic Grunt swarms but better against nearly everything else.

Focus Fire
This is a waste of RP during the first few Rounds of an Operation, but it's crazy strong afterwards, easily taking out a whole Threshold Level of whatever it is pointed at with each activation. I think I overdid it with this one. Doing 5-8 Damage per activation is fine but after Round 5 it is just gross and completely trivializes Bosses. Reinforcements don't have a lot of variables to work with though, so there's not a lot of ways to guarantee it doesn't spike to doing 10+ without making it too weak. The best alternatives I can think of would be Tension + Level or just plain 1d10.

Carry our Hopes
It is almost as good as getting an extra Turn. I say almost because the target doesn't get extra energy regeneration or other beneficial triggers that happen at the beginning of their Turn. It still lets them double attack, maneuver and attack, double suppress (it stacks!), repair and maneuver, etc. The flavor is, I admit, sort of a big shrug, sadly. Still, few things boost PCs as much as giving them extra Actions. Things like the very last Reinforcement Power below...

Live!
I knew from the beginning that the best and strongest of the RP effects should be one that heals for a lot. It's the staple turnaround effect, after all: When the hero looks like they're done for, they stand up again one final time. This is very strong and gets the job done, but I think the effect could have been better. I would have liked for it to restore a defeated PC with their last Threshold Level healed, but that didn't work well with the ejection system, punished people for using Live Another Day and forced retconned descriptions of mech explosions. Resurrecting the dead and healing them is a very cool effect but it wasn't working out in the end. I do miss how badass it was, though.

That's all six Reinforcement Powers. There aren't any in the expansion, only because I don't think that any more are necessary. I made the abilities as varied as I could in the core book, so they could represent anything from sidekicks with grunt mechs or support from transport ships to Deus Ex Machina like the will of the Getter Rays from Getter Robo or the Bullet X from GaoGaiGar. I think they do a very good job of representing the former two examples but aren't as bombastic as they could be for the latter. Then again, I'm not sure just how much more bombastic they could get. The ability to repeatedly heal PCs for 15 is already very close to just plain saying 'you win' in its description. Perhaps the abilities should be divided into two systems, one for repeatable abilities and one for big turnaround effects that save the day. I suppose that is one of the big lessons from the NPC section of the book: Three categories of enemies isn't enough and one category of abstracted allies isn't enough either.

And that's all for the rules design aspect of BCG, closing in at a nice total of 40 updates. Posting is going to slow down now that this series is done, at least for the rest of February. I'll do BCZ eventually but I want to give it some time first, seeing how its been out for less than a year. This has been insightful and I hope that you enjoyed reading it as much as I've enjoyed writing it.

Until then, Gimmick Out.

Jan 29, 2017

BCG Retrospective XXXIX: Boss Capstones

Capstones are big, impactful abilities that wouldn't make much sense if they were active for only a part of the battle or can't be cleanly divided into three distinct levels. Thus, they can't be Boss Upgrades. Most of them have effects that are too powerful to have around on a low PL Boss, making them usable only by high PL enemies as a balance mechanism.

Aura of Misfortune
What I really like about Aura of Misfortune is that, rather than coming up with a brand new way to debuff the PCs, it makes use of rules that most players should already know of. Overheating and Unreliable can be viewed as a -4 to all Might Tests, because PCs ought to roll two extra dice to compensate for the risks of using those Weapons. It works very well with defensive abilities like Afterimages and You Are Too Slow, as forcing rerolls with extra Disadvantages and Overheating/Unreliable is the kind of tyrannical mechanic that superbosses should do.

Colossus
Probably the coolest of all the capstones, because holy moly the Boss is huge you guys. The rules for such a thing have proven difficult to wrangle, though, mostly because this is a game where multiple Units can share the same Zone. If not for that, larger size Units would be a more frequent thing in BCG. The first version of this had a size of 4 Zones instead of 9, but that didn't allow much variety in shapes, so 9 was chosen to make it possible to have a 3x3 block, a long but thin snake-dragon-thing, or something more exotic like an X-Shape enemy. Its body counts as Extreme Terrain to represent that huge monsters destroy everything in their path just by passing through.

Embodiment of Evil
This essentially halves the total number of Genre Points available to the PCs. It's really strong and basically forces everyone to lose a bunch of Threshold Levels in order to fuel their Powers. Mechanically speaking I think the effect is fine... But Genre Powers are one of the most fun things in the game and losing the ability to use them kind of sucks. While this is a very powerful ability fitting for scary and oppressive major antagonists... It may be too good at its job of to the point of not being fun. I'm not sure this was a good idea, in the end.

Energy Drain
This is very strong with builds that can make use of the extra energy... Which isn't that many, actually. The debuff effect is solid but it only weakens one PC at a time, leaving the other to beat the crap out of the Boss. It's okay, it does a good job of weakening only one PC for the Boss to pose a challenge but not be overwhelming, but it's probably the weakest Capstone without some serious optimizing to abuse the extra Energy.

Hypersonic Striker
When NPCs have sufficiently long range weaponry and speed, giving them the ability to 'kite' or hit the PCs while running away, can make them effectively invincible. Given how many movement abilities and long range guns Bosses have, this ability just couldn't be anything but a Capstone. It also wouldn't work well as an Upgrade because the ability to run away from PC attacks doesn't mean much when they've already been pummeling your Boss for a while. With all that said, the ability to kite is a 10 MP upgrade, so this gives a very large bonus to all Weapon Ranges to make it feel more Capstone-like and let the Boss snipe with Telekinetic Strikes and Technoleeches if they are so inclined.

Possession
Against most Squads, this messes up their positioning and doing some Damage and/or inflicting the Suppression debuff, which is okay. It becomes borderline unfair when there's a The Beast user among the PCs. Everything I said about Embodiment of Evil about potentially being too unfun applies here. The Beast is one of the abilities that are most in need of a hard counter, though. I'm not sure I like this but at least it doesn't spend Weapons and cripple Technique users like it once did. Now that would have been terrible.

And that's all of them. There's only six Capstones in the core book, because I still believed that if I insisted enough times that Operations should feature Grunts, Rivals and Bosses all together then people wouldn't try so much on running 4v1 Bossrush games. Like I've said before, I probably would have written things differently had I known how popular that 'gamemode' turned out to be. Hindsight is always 20/20, like they say.

I think Capstones do a lot to make late game Bosses (or early/midgame Superbosses) feel different from most Enemies by having big effects that change the rules of the battle from the very beginning. A proper 'Superboss' tier of Enemies would most likely start with Capstones or Capstone-like abilities then go from there.

Next: Allied Reinforcements.

Gimmick Out.

Jan 22, 2017

BCG Retrospective XXXVIII: Boss Weapons.

Boss Weapons are much like Default Weapons in that they're immune to Maims. This is because Bosses are supposed to get stronger through the course of the battle, rather than weaker. I think that doing that would have been a good move. The one problem with Boss Weapons is that they're a tad repetitive and, even when the Boss has more than one, there's not much reason to not use the best one for your build.

Unless the Boss has some kind of offensive Upgrade, all you have to do is be able to resist or stay off the range of their primary Weapon and you're good to go for the whole fight. This makes me think that they should have been more like Boss Upgrades: Perhaps Boss Weapons should've had a bonus Advantage to all attacks for each level of Threshold lost, much like Default Weapons with The Beast. Perhaps they should gain extra abilities instead. I don't know, something to break up the monotony.

Constrict
The concept for this weapon is a Melee weapon that prevents PCs from getting away. While the flavor works well for monsters of larger size than the PCs that can easily immobilize PCs, it is rather weak mechanically. I considered making it just freeze a PC in place, but that just wasn't fun at all. Instead it halves Speed, which is a big deal for some builds at least, and has an extra Advantage when attacking. It neither hits for a lot nor does is the debuff particularly strong, but it isn't terrible either... It is just kind of average. This probably should have been Crippling.

Merge
Healing yourself for 5 with every attack (or at least every attack that lands) is quite strong. If I had to choose one Boss Weapon to call the most generally useful one, it would be this. It doesn't strike multiple targets and it doesn't debuff, but healing half a Threshold Level is always nice.

Tentacle Lash
Burst is a really, really good ability and that becomes evident when you pair it with long range. This Weapon needs Systems to be useful, but a mere 10 MP is already a Range of 5 which is enough to hit everyone who isn't packing some kind of long range Weapon. It also doesn't cause friendly fire, so this is right behind Merge in being always useful. Good think they all work flavorwise for big, hulking monsters, huh.

Suicide Swarm
This does a lot of damage in a sizable area of effect. The self damage aspect seems like a downside until you realize it can be used to trigger Boss Upgrades. Pair it with something like Bullet Hell and you get full control over triggering it, damaging as many PCs as you can cover in a Blast (5) area. That's a very big area, by the way, so it should be most (if not all) of them. It's not the easiest Weapon to use in the world but it's a good tool for GMs that want a little extra control over their Upgrade triggers.

Telekinetic Strike
The idea for this is the archetypal big bad guy who just raises his hand and ragdolls people around like a Jedi. This is the first ability in the game that forces others to move and introduces the 'rules' for being slammed into other units or into impassable terrain. The expansion would use this a lot more and make the values a balancing factor so that each individual ability had its own contact Damage modifier. The variable energy cost is for builds that use energy to attack but expect to have their energy debuffed, so they still have an use for their remaining Energy with their backup Weapon.

Needle Storm
Extremely nasty on sniper builds, whether they're the stationary kind that stay in a well protected location or the hit & run kind with the appropriate Capstone. It basically forces a single PC to stay still or take a bunch of damage and likely miss their counterattack anyway. It's okay in other builds too, simply because the debuffs are solid. One of my favorites.

Technoleeches
This is the most effective debuffer Boss Weapon in the core book. It doesn't care much for damage, but the debuff is very mean and covers a wide area of effect. The flavor is a leftover from when all Boss Weapons were biological in nature and I never came up with a better concept than "leech-like missiles, I guess?". A Boss that spams this isn't going to kill anyone, but it is going to be a priority target because the debuff is that solid.

Ultimate Bomb
This used to be a Blast (10) for flavor reasons (it's pretty much a nuke) which... Well, it was kind of gross, let's just say. As a Blast (5) it is a lot less ridiculous, while still being very exploitable with the snipy builds.

Overfreeze
A Beam Line that creates Extreme and Difficult Terrain? This thing hurts. Overfreeze is a threat at all PLs, at low PLs that's because of the Terrain effects, and at high PLs it is because it is a Beam Line. It's powerful but not too powerful and I think it's one of my best Boss Weapon designs because it just always works.

Final Beam
The only Weapon in the game with infinite range and, before the expansion, the only Weapon in the game with a charge and recharge time. I would have liked to have more Boss Weapons that do unique things but it turns out coming up with 'things you have not done already' isn't all that easy. As for its inspiration, Final Beam is based on the classic JRPG Boss that tells it is about to unleash a super attack and you get 1-2 turns to heal/buff/defend before it hits.

And that's Boss Weapons. If I were to redo them, I'd probably take away some of the offensive power of Boss Upgrades and make Boss Weapons get stronger for each Threshold Level lost instead. Whether it is with unique new abilities or just plain giving them more Advantages, that would have been a nice thing to give them, I think.

Next: Boss Capstones.

Gimmick Out.

Jan 15, 2017

BCG Retrospective XXXVII: Boss Upgrades.

The average boss monster in a tabletop RPG is a speedbump with a ton of HP that has a strong first turn and then is either: A) annihilated in a single round of focus fire or B) does nothing but flail ineffectually at the PCs after being debuffed to ineffectuality.

Boss Upgrades are BCG's plan to keep this kind of thing from happening. They do a decent job of it, but it could have been better. Their biggest issue is that a few have effects that only trigger at the beginning of their turn, which, when they're being focus fired, can mean going multiple PC attacks without the defensive buffs that the Upgrade should be giving them.

I'm going to count how many of those there are while doing the rest of the review.

Adaptive Morphology
This is quite the powerful defensive effect. An extra 5 Defense is fine but an extra 10 Defense is near-unbeatable against an unprepared PC Squad. Most optimized units use Beams or non-Beams exclusively, not both, so either option makes for a good weak point. The 'pattern shift' effect can be optimized by switching to the specialization of a PC that has already been defeated by the time the Boss hits its 4th Threshold Level. With all that said, even if the PCs can't naturally play around the ability, a few of them should have ways to ignore Active Defenses anyway, keeping this from being unbeatable. Adaptive Morphology is based on the 'elemental barrier' abilities that some bosses get in JRPGs, making themselves immune to all but one element and cycling through them as the battle goes. It is more of a fantasy videogame genre convention than a science fiction anime convention, but I think it still works. Delayed Defensive Upgrade Count: 1.

Afterimages
Afterimages is great. It makes use of a good mechanic that doesn't get a lot of love (Disadvantages), is quite strong but not strong enough you can't punch through it; And you don't even have to wait for the Boss' own turn to start using it. If the Boss is being focus fired (which they probably are) then they can use this right away. This is probably my favorite defensive Boss Upgrade.

Bloodlust
This one seems kind of weak at first, because it only works against a single target... In theory. As written, it also works against PCs that are in a Duel with NPCs, which means you can make a very nasty encounter with lots of melee Grunts and give the boss this + Tentacle Lash + Whirling Death to do absurd amounts of Damage. It is borderline unfair. I would have preferred if this ended up being strong the old fashioned way instead of being weak when not being optimized to hell and back, but I'll take it. This is a half offensive, half defensive Upgrade, and the part that we care about is the offensive one, but its defensive bonus does take some time to come online. Upgrade Delayed Defensive Upgrade Count: 2.

Bullet Hell
One of the best Boss Upgrades in terms of raw power, doing about 25 Damage to at least two PCs if you use Not So Fast to assist with the repositioning when being attacked! It might seem overpowered, but the investment in Systems means that the Boss probably lacks the Might/Guard to attack and defend the traditional way, so an ability like this is necessary. It is devastating at how PLs when PCs still have low threshold totals and still lack the Genre Powers and Active Defenses to withstand an attack like this or the reach and mobility to stay out of its area of effect. At higher PLs, PCs tend to have those things and can mitigate or avoid the damage trigger, making it still dangerous but much more manageable.

It Keeps Coming Back
Probably the most powerful defensive Boss Upgrade. Even assuming a worst case scenario where the Boss is being focus fired and could die in a single round, the Level 4 ability will negate death and fully heal that last Threshold Level. If the Boss had 1 Threshold left and took 50 Damage? It still lives with its last Threshold Level full. That's really good! The L2 and L3 abilities are just okay, but considering how great the L4 ability is, the extra healing there is just gravy. Obviously, this isn't very good with Bosses that have a Threshold Attribute of 5 or under. With a Threshold Attribute of 10 and a single activation of the L3 ability, this heals for 15. Let's say the defeat negation effect counts for 5 more points of Damage, and that leaves us at 20 extra health. That's 50% bonus HP, which is a very healthy amount of extra endurance... And that's assuming the base regeneration effect doesn't trigger multiple times! This is a scary ability, fitting for the regenerating supermonsters that the genre loves so much. Delayed Defensive Upgrade Count: 3.

Nanoskin Shell
This is the other candidate for most powerful defensive Boss Upgrade. Nanoskin Shell used to protect the Boss for a static value regardless of PL. At first that was 15, which was useless at high PLs. After that it was 30, which was fine at PL 5 but overwhelming at PL 1. Eventually, I made PL part of the formula and this became the first ability that used PLs for its mechanics. There's still very few of those and the territory is largely unexplored, with Nanoskin Shell being probably the best applied of the bunch. Comparing it to IKCB (the above Boss Upgrade), it is more reliable against optimized parties but doesn't have the potential to make the Boss near unbeatable with constant regeneration. It is a very close race between the both of them and I would give it to IKCB, but not for much and not for all Boss builds. Clearly, this means that supertank Bosses should get both instead of just one.

Phantom Predator
Phantom Predator is very powerful but also very susceptible to debuffs. Either you can drain the Boss of Energy or debuff their Speed (assuming they don't use Systems), or you have to push through 8-10 extra Defense with each attack. It is possible to build around debuffs by having 10 Energy and using Systems instead of Speed, but that's taking MP away from more generally useful Attributes. It is a little too binary for my liking, but it is one of the more useful abilities for pushing PC Squads to the limit. I would be more negative of it if it was available to PCs. But as a NPC-only thing that is not supposed to be repeated often, I think it's fine. The name is a reference to the Predator, by the way. Delayed Defensive Upgrade Count: 4.

Three Times Faster
Three Times Faster, possibly the most famous Mecha meme of all time, is on a surface reading a tweak on Bloodlust. Take a second look and you realize that it is probably better than Bloodlust, because you don't have to be Dueling the target for its benefits and this goes perfectly with a kiting Hypersonic Striker build. Should you dig even deeper, though, you'll find that Speed debuffs pretty much kill such builds and Bloodlust can be exploited as has been pointed above, making Bloodlust better than TTF when optimizing Operations around it. Delayed Defensive Upgrade Count: 5.

We are Many (Specialist)
Big bads that spawn lesser bads are a videogame staple that happens to work really well in a game like this. This take in particular lets you craft a lot of interesting Operations. You can do a lot with six PL 0 Grunts, and while having minions spawn endlessly every other fight could get old, the many ways you can build them should keep things relatively fresh. It is also extremely powerful when optimized, because six glass cannons that are guaranteed to spawn after Tension has already gone up a point or two make Weapons like Resonance Cannon and Incinerator even more dangerous than usual when in the hands of Grunts.

In Conclusion
That's 5 Upgrades that, in hindsight, should have been effects that happen immediately, grant offensive buffs, or have defensive effects that can be used without delay... At least in theory. I'm not quite sure how to make a regeneration effect for IKCB that triggers immediately but isn't just Nanoskin Shell with different wording. It would also break the symmetry that the half offensive half defensive Upgrades have going for them, though the offensive bonus could also apply immediately to fix that I guess.

I think this is important because BCG combat is very quick and that applies to Boss fights too. Unoptimized Bosses will last 2-3 Turns against a Squad of PCs that know what they're doing. This means that the effects have to be very powerful because each turn taken might be the last one the Boss gets to make. An combination of defensive abilities on par with the optimization level of PCs can give the Boss a shelf life of 4-5 Turns, which is a much better number, but doesn't make them the near-invincible monstrosities you'd think a defensively optimized Boss would be .

Another problem they have is that some of these are so powerful they're borderline broken and multiple Bosses with them at the same time would likely provoke a TPK. It's dangerous to have too many abilities like that in the game, but Bosses have a lot of trouble handling 2 PCs on their own otherwise, let alone 4 or more. Like with Grunts, many things about Bosses rely on implicitly trusting GM's to not purposefully design unwinnable scenarios. It is not easy to optimize your Bosses by accident to the point where they can do that, thankfully. It's not my favorite kind of approach, but I'll take a game that is accidentally too hard every now and then over one that is almost always too easy.

Overall, I think these are a step in the right direction for tabletop RPG boss monsters. It's not quite as dynamic as bosses having multiple forms that all play differently, because all the Boss Upgrades do is strengthen the same ability the longer the battle goes. It's still better than the usual, though.

I would like to figure out a way to codify multiple forms into a single Boss someday, though it may take so much space and be so complex that the end result may not be practical.

Next: Boss Weapons.

Gimmick Out.

Jan 8, 2017

BCG Retrospective XXXVI: Boss Powers.

Last week it wasn't until the middle of the night that I remembered it was a Sunday and I was supposed to update. RIP my half-year+ streak of regular updates.

Boss Powers are different from PC Powers in that they're much stronger, but having less of them makes Bosses less versatile. Powers are a big part of their identity, providing a repeatable trick that can be used from the beginning of the battle and doesn't spend a Turn, unlike Boss Upgrades and Boss Weapons. Some Boss Powers are defensive, others are offensive... All of them are strong enough that the PCs will have to adjust their plans accordingly after seeing them.

The defensive Boss Powers generally prevent Damage while the offensive Boss Powers usually do direct Damage to PCs, they don't buff attack rolls or the Defense substat because that's something Upgrades already do and I didn't want bonuses that could stack too high for PCs to beat.

But all that pales in comparison to my favorite thing about Boss Powers: Their names that encourage you, the GM, to go full ham while calling them out. I like this feature so much that I will be reviewing the Powers not just on their flavor and mechanics, but also on how awesome and fitting the names are. Mechanics and gameplay are cool and all but overdone theatrics are the heart and soul of playing an antagonist.

Behold my True Power
We begin with one of the oddest Boss Powers, because while doubling up energy is a very powerful effect in specific circumstances, it doesn't actually achieve anything by itself. In the proper build though, BmTP (if there is one downside to the amazing Power names, it is how long they are and how ridiculous they sound made into an acronym) works both defensively and offensively. It is defensive because it lets the Boss use its special abilities after they're targeted by an Electromagnetic Detonator or similar effect. It is offensive because it works with variable energy costs like those from Power of Despair, Telekinetic Strike and Final Beam and makes those abilities absurdly powerful. Perhaps the classic villain line it is named after would have been better given to a more obviously powerful ability like, say, a Power that granted Might/Guard bonuses... But, as mentioned above, that risked a serious problem in making a boss accidentally too difficult. This makes the name worth a good 4 out of 5 Hams, so calling it out is always a solid choice.

Do you Desire the Power?
DyDtP offers a choice between losing 1 GP and taking 5.5 Damage on average, or gaining 1 GP but doing 11 Damage to your Allies. At low PLs, this is devastating because everyone has a low GP total, often being forced to take the second option. Worse, PCs often have low Threshold scores at that point, so an unlucky roll of 2d10 could take out two Threshold Levels of two Allies at the same time. That's kind of brutal and a little too swingy for my taste... But the choice should have a degree of randomness to it, so that the 'deal with the devil' aspect of the Power makes players uneasy. I'd rather keep the high lethality and randomness if it means the Power isn't a 'safe' business transaction. Hamwise, this is one of the best of all the Boss Powers, it doesn't just fit the mechanics like a glove but you have to ask the chosen player to take one of two options to use it already, so playing the role of campy corruptor happens naturally.

Die for Me!
This does between 3 and 6 Damage per activation and there's no real way to mitigate it outside of Damage prevention. It's simple, but effective, and works well for the high Systems builds that may not have the Might necessary to hurt PCs the traditional way. Looking at it like that, it is like a more reliable version of DyDtP that packs less of a punch and doesn't mess around with GP. I like the name, though it isn't from mecha fiction but rather is a Shin Megami Tensei reference. It's not a bad name to call out, but the low damage keeps it from being as impactful as you'd think it could be.

I Accept your Offering
A very, very flavorful and delicious Power. Eat up those minions to heal and do Damage at the same time! What's not to love? Well, for one, the values are kind of low. You need to sacrifice a high PL Grunt or one at full Threshold for a respectable amount of health or damage. Speaking of that, it might seem strange at first that this Power does Damage instead of just healing, but it would be very easy for the PCs to ignore the Boss and render the Power useless by destroying all the Grunts first. This way, at least they get a single okay effect no matter what. In hindsight, it probably should have just healed double the amount and left the weakness of blowing up the Grunts as is. The ham level is also quite low, as the line itself doesn't have a lot of impact and is mostly directed at an NPC. The idea is cool but the execution could have been better.

I Believe This is Yours
This is ridiculously strong. Its like Die for Me!... Except it also gives a Defense boost! The problem is, of course, that you need to take the Power twice in order to be able to use it against everything. The name also works very well for what it does, though it is not as theatric as that of its Boss Power brothers and sisters. I think the concept is cool and the execution is solid so this gets an A.

Make my Monster Grow
MmMG is, in addition to one of the funniest acronyms in the game, a Power that makes the Colossus Capstone much more common than it would usually be. In a way, this devalues Colossus because it is going to be less special when a Boss shows up with it... But the idea of turning a random Grunt into a miniboss and echoing Rita Repulse is too good to pass up. The healing will not help the Grunt survive much longer than it usually would (read: not very long) and the fact that the Grunt is going to be probably focus fired doesn't do much for its survivability... But all it has to do is stick around for a Round to hurt a PC or two enough to make it worth it. Overall, a cool power.

That will not Work Again
Inspired by monsters that adapt to attacks like the Devil Gundam or the Gilgilgan, this is one of the strongest defensive Powers available to a Boss that has enough staying Power to make use of the healing factor. The problem with that is... Well, much has been written already about BCG's combat being rather fast and brutal more often not. It doesn't do much against Techniques and Oneshots that don't get resupplied, either. But against PCs that rely on repeating the same attacks over and over, like Beast and Boosted Lance builds? It works like a charm. Not very showy, though, it just heals you. It's alright.

Useless!
This Power used to be a weaker but repeatable Power that could be used in reaction to attacks. Why? So you could go MUDA MUDA MUDA! like Dio Brando of course! The original intent was you would spam it to block out any given attack with a flurry of punches Genre Powers. That was a bit too powerful though, allowing the Boss to fully negate attacks as long as it had GP to do so. The Boss could calmly take it easy until they were at their final Threshold Level then basically gain a shield for 20+ Damage points. The current version is easier to play around and the effect is not as oppressive. It is, however, a lot less memetic. Still works though. And I do like that this version plays much better.

You are too Slow
By far the best defensive Boss Power in the core book. The reroll is a great effect but it also grants plenty of utility value with the repositioning. The cherry on top is, of course, that the name makes a great taunt when you say its name out loud. The worst thing I can say about it is that it is probably too good at being the best defensive Power, but its power level is fine, if anything else the other Powers should be slightly stronger to catch up to it.

Your Fate is Sealed
YFiS is the final nail in the coffin for Techniques and Restorations in the core book. Not only are both underpowered abilities without the expansion, but this Power completely negates them. It should have been a debuff to Might and Guard. With all that said, it is an okay Power now that the expansion has buffed those builds considerably, allowing you to call it out smugly to let the PC know in just how much trouble they are.

And that was Boss Powers. As you can see, I was not kidding about the Ham Factor being my favorite thing about them. It was a nice change of pace to write about style for a bit more than just substance like usual. Next week we're back to normal with Boss Upgrades.

Gimmick Out.

Dec 25, 2016

BCG Retrospective XXXV: Boss Traits

This post and next week's might end up being on the short side, for reasons I hope are obvious. Hint: Look at the calendar.

Boss Traits are probably the least used of all the custom enemy abilities, because there's just not much reason to use Bosses in Intermissions. When they do show up, it tends to be so they can fight the PCs, and their selection of Traits reflects that: Most of them involve the Match rules in some way.

Combat Profiling
We start with the obligatory 'I can predict all of your moves' enemy ability. This presents PCs with a choice: Act in the 'predicted' way and let the enemy counter them accordingly plus giving them a Tension bonus or 'break character' and lose a Genre Point to act freely. It's a very cool take on the idea, but has some problems. To start with, there's not that many things to do in Matches, so the prediction half of the ability is most likely going to always yield 'I attack' without much room for creative pre-emptive countering. The other problem is that the text is fairly vague and only asks for 'what their PC will be doing next Turn' which... Leaves a lot of room for half-truths that reduce this ability to a double Tension bonus to attacks. I'll touch more on these issues in the future when we get to the 'I Can Read Your Every Move' Genre Power. It's a shame it doesn't work better, because it is a very simple and flavorful way to adapt a fighting anime staple.

Elusive Form
Elusive Form is more of a storytelling enabler than a combat ability. It allows the antagonist to show up at the worst possible time or to escape from any complication safely, as long as it is an Intermission Scene. The limitations also make it more interesting than a pure GM Fiat ability. You can use this one in a myriad ways to mess with PCs and instill a sense of fear in them, because they're never safe as long as a baddie with this is around. The way it works, the NPC has to be strong enough that it won't need to use the escape ability or it needs to set itself up for an ambush the old fashioned way and know when to use the Run command - because it takes an Action. I'm a fan.

Giant Slayer
So the Boss Mecha has been defeated and the PCs sigh in relief after a long, arudous battle... Only for the NPC pilot to break out of the cockpit and dismantle their mechs with a flurry of punches. Giant Slayer NPCs are not the kind of thing that you want to do more than once or twice, but they sure are effective when that does happen. It makes for a nice final surprise round to a battle, or for an unconventional beginning to one. Even with the Defense bonus this Trait grants, Characters are unlikely to last more than one Round against Mecha, but it also shouldn't be too hard to take down an already-damaged PC with the Forbidden Secret Art Deathblow.

Homunculus Vessel
This is a combination of Comrade and Backup Bodies, with a more sinister touch fitting for antagonists. Technically a GM doesn't need this, because defeat doesn't necessarily mean death and it is not like they need rules to tell them when and how to create new NPCs... But it's such great inspiration, isn't it? A friendly NPC is revealed to have been a plant for the big bad all along. A giant monster dies only to invade the body of a hapless bystander gone MIA who will now haunt the PCs. A rogue AI is destroyed but not before it spreads to a friendly mech that will soon become parts for the AI's grandiose next boss monster form. It's cool storytelling and gives the GM an out for those times when the NPC could not possibly have survived but somehow needs to come back. You can even take advantage of that, allowing the PCs to disintegrate the Boss or to shoot it into the sun or whatever other ridiculous death you can think of, knowing that was just part of the plan all along.

Living Weapon
This is basically Giant Slayer's sidekick/flunkie/younger sibling, used to spam Forbidden Secret Art as long as the Giant Slayer's puny Character body holds on. And without Giant Slayer? I have said before that Deathblows are very underpowered, and while this does a little to help them, it is probably better to just plain take Skill Master (Combat) and not waste CP on them. If you already have that, though, then sure, this is an okay extra.

Mundanity Field
Miracles meant for combat use are already some of the weakest... And this just plain disables them from short range use. On one hand, I do like that this Trait makes for a big 'oh no' moment, but from a gameplay balance perspective I think this is a mistake. Also, because Miracles have a line-of-sight range, this will do absolutely nothing just as often as it completely shuts down some builds. All in all, I think I could have done better.

Overwhelming Pressure
The big bad shows up and the first thing they do is K.O all the NPCs and wound all the PCs. Bam! Talk about a big entrance. It's cool, but it can lead to an instant party wipe if the Boss is higher level than the PCs, which... Is kind of bullshit! Some kind of mental attack that makes the PCs lose their minds or flee in fear is a preferable alternative to physical wounds here. Keep in mind that it takes an Action, so if the PCs are of the same PL as the Boss and take no Damage, then that's one Round in which the Boss will be a sitting duck. Making the Boss one Level above the PCs, perhaps two for a particularly scary and hopeless encounter, is the best way to use this.

Skill Master
The least superhuman of all the Boss Traits. Ideal for matchless warriors, mad scientists and sneaky assassins alike. It can be taken multiple times, making an NPC who never has to roll dice except for Miracles or the rare Attribute Test. What's not to like?

Spectral Body
This is like a more versatile Elusive Form with the drawback that it is less absolute and thus less reliable. Three rounds is enough to pass through enough walls to break in or out of most Scenes, after all. It is also good for straight-up brawlers who want three free Turns to do whatever they want, forcing the PCs to either run away or come up with a solution more creative than 'beat down the enemy'. Combines very well with Overwhelming Pressure, Living Weapon and the aforementioned Elusive Form.

Viral Touch
Infecting PCs and NPCs with an illness can only be cured by slaying the Boss, Viral Touch pretty much writes the plot of your next Episode Arc for you. Note that this is EXTREMELY unfun to be on the receiving end of, leaving PCs out of Intermission and Operation Scenes alike anytime they fail a DN 15 Willpower Test. It is best to use this either on NPCs that the PCs have a personal attachment to or to make the Boss a short lived one that lasts one or two Episodes so that PCs get back to the game quick.

In Conclusion
I think that Combat Profiling, Living Weapon and Mundanity Field have enough issues that I can't quite call them successes. The rest I would say all get passing grades, though three of them have some caveats: Giant Slayer isn't too strong but it also shouldn't be, considering it makes Operations harder rather than affecting Intermissions themselves. Overwhelming Pressure and Viral Touch are potentially very unfun to deal with and need a careful application in order to keep things fun.

It might seem like I'm hard on them but I really like how they turned out, all things considered. The combat-based Boss Traits throw a neat twist or two into the usual Match formula and keep things fresh. The other Boss Traits are good little nuggets of storytelling that blur the line between hard rules and GM fiat, plus they give inspiration for future plots. I think that's the best way to do NPC-only abilities.

Next: Boss Powers.

Gimmick Out.

Dec 18, 2016

BCG Retrospective XXXIV: Enemy Features

Enemy Features offer options that are, usually, more fit for Enemies for flavor reasons but not forbidden to PCs. Likewise, regular Features aren't forbidden to NPCs and they're often crucial to making some Grunt and Boss designs work. Grunts have very low MP Totals, especially early on, while Bosses don't have any normal Upgrades unless you sacrifice Boss Upgrades to grab them, which is probably a bad idea. Among Enemies, Flyer and Terrain Specialist are the most popular PC Features, but Extreme Fortification works great for some builds too. Without access to Features, Grunts would be slightly weaker but Bosses would lose too much flexibility and much weaker.

But enough about PC Features, let's have a look at the NPC ones:

Biological
Biological transforms extra Energy into Threshold, but at a very slow rate. Combat is usually too quick for it to amount to much of value so a lot of the time this is mostly a downside. Grunts don't have an use for this and would only take it for flavor reasons and Rivals have better options for self healing. For Bosses, this makes them actually give a crap about Maims, which is a pretty big downside... But there are some Bosses which have enough spare Energy and ways to buy time for themselves that this Feature makes a decent option for them. Two Capstones, Energy Drain and Hypersonic Striker, work particularly well to make Biological work the downside. What is more, This is a very flavorful drawback for Bosses that makes choosing Areas to Maim relevant. It can even be a nice way to compensate for Oldtype for GMs that feel bad when giving that to their Bosses. Overall, Biological is kind of bleh mechanically, though it has neat flavor.

Fortress
Extra range won't compensate for lack of mobility unless the user is very well protected by Terrain. Thus, this is a Feature used for Operations designed around Enemies bunkering up with PCs who often have to cross various kinds of harmful Terrain in order to reach them. Fortress Grunts are immobile turrets that emphasise their glass cannon-ness being extra vulnerable. Rivals don't really have much use for this outside of Guardian of Steel gimmicks where the whole of the team can't be moved. Bosses lose out on some great defensive abilities based on Movement and their aura-type effects are a lot less useful... But the extra Range makes many Weapons, particularly the Bursts, extremely brutal. Useful and flavorful, I like.

Invasive
Invasive Enemies are a cheap trick. PCs without an investment in Systems are reduced to 10 Threshold total while PCs with an investment in Systems can have up to 20 or 30 depending on their luck. It's nasty stuff, to the point BCZ includes a new Genre Power just to counter them, because they're not just powerful - they're random. Invasive Enemies work best if they happen, say, once every 4-5 Operations or every 2-3 if there's one or two PCs with the Hang in There! Power. Grunts will often fail to do enough Damage for the Invasive trigger, because their strength is in making many weak attacks instead of a few strong ones. Rivals have enough attack power and abilities that deal automatic Damage to make it interesting. Bosses are like Rivals but they also have Crush the Insect to push PCs into the fourth Layer that automatically defeats them, making them the best and most obvious Invasive build. All that being said, Invasive Enemies can be very frustrating and unfun, so I'll give them a passing grade but just barely and add 'use with care' to their report card.

Squadron
Squadron is my favorite Enemy Feature. It is how BCG represents swarm-type Enemies, a very important job for any heroic action RPG, and pulls it off in just two short sentences. In terms of optimization, Grunts use this as a cheap Antimaim that emphasises their natural weakness to area-of-effect Weapons. Rivals can use this to represent the ability to split into separate components and can be combined with anti-AoE abilities for a fairly optimized Enemy. Bosses gain the least from Squadron, since they're already mostly immune to Maims, unless they use this to compensate for the upside of Biological or using regular Upgrades and Weapons... In which case you have a really interesting Enemy in your hands. It is the Feature that does the most with the least text and a home run in my book.

So, in conclusion, I think Enemy Features are a pretty good set of abilities. Biological or Invasive need a bit of tweaking in the mechanics area, but all of them do good job of conveying the flavor of fighting enemies that are fundamentally different from the PCs. Squadron, in particular, is the kind of thing that could be the basis of a new NPC tier, for waves of Enemies weaker than Grunts.

Next: Boss Traits

Gimmick Out

Dec 11, 2016

BCG Retrospective XXXIII: NPC Tiers.

I already wrote a lot about the three NPC tiers in BCG and BCZ both. I wrote about how to build them, how to combine them, how to make NPC combatants relevant in Intermissions, how to improvise the Attributes and Skills of combatants, etc. So what I'll do is focus on what worked about them, what didn't, and how they could be different.

So why are there three NPC tiers? The idea was to have one tier equal to PCs, one lower powered than PCs, and another higher powered than PCs. Nicely enough, one Grunt is half a PC while one Boss is two PCs, keeping things simple should you want to mix and match the tiers for NPC Squads. From a design standpoint, I was trying to keep the number of rules to a minimum here (as I usually do) and it seemed like three tiers of NPCs should be all a game could need. If a GM needs very weak trash mobs or very strong superbosses, the rules do support them, even if they don't have their own tier.

Grunts
Grunts are PCs with less total XP, no Genre Points or Powers, and the Paired Attack Action. They didn't always have Paired Attack though, and they had major balance problems back then. Without Paired Attack, low PL Grunts were weaker than half a PC. You know how PL 0 PCs are terribly, terribly weak? Well, Grunts have stats lower than that and lack the Genre to compensate for their low rolls. They get a lot better at PL 3 and above, being very close with the XP totals of PCs and having their numerical superiority compensate for the lack of GP. With the Paired Attack Action, they got a lot better at low PLs, especially for the glass cannons. Paired Attack can only be used when Grunts are bunched up, this keeps them more vulnerable to area attacks and makes the game flow faster by reducing the number of turns that the NPCs take. Overall, I would say that the Paired Attack Action is my favorite thing about them as a designer, it does a lot to make them play better.

Grunts naturally lean more towards elite mooks than trash mobs, but they can represent hordes of weak enemies with the Squadron Feature and a glass cannon build, preferably with a Threshold of 0. They're still powerful though, they can down PCs easily with Support debuffs, Paired Attack, and autodamage from Bombardment. Generally speaking, PCs want to destroy the Grunt forces as fast as possible and leave the Rivals/Bosses for later, because the glass cannon nature of most Grunt builds makes them extremely dangerous. This makes me think that perhaps there is room for a tier of NPC below Grunts for dedicated swarm/mob/minion Enemies. They could have less attack power and just hand out buffs for the higher tier NPCs while debuffing PCs, then they would still contribute to combat but wouldn't be a larger threat than the Rivals and Bosses.

What about their Intermission performance? Grunts provide standardized Attributes to use as DNs when dealing with NPCs, and that's really all they need to do. If you use them in combat, the superfast and extremely lethal nature of Character-scale battles means that numbers give two Grunts a large advantage over a single PC. While this is good in that it gives Intermission combat PC builds a much needed time in the spotlight, it's perhaps a bit too extreme.

Rivals
Rivals are the middle ground between Grunts and Bosses, but they take the most effort to build and play because PCs are more complex than non-Rival NPCs. Thus, the number of Rivals per Operation should be kept to a minimum, they just have too many Powers and secondary abilities to manage. Rivals have so much variety in Upgrades and Weapons that they're the most fun type of Enemy to fight. Throwing Transformers, Combiners, Guardians of Steel and Technicians to the PCs does a great job of keeping things fresh.

Rivals built around exploiting the weaknesses of PCs can be comparable to a Boss in difficulty, especially if given abilities like Oldtype or Unstable Reactor to cheat the Power Ratings in their favor even more.

Rivals during Intermissions are basically doubles of the PCs and set adequate DNs for challenges as generalists or stonewall PCs with great challenges as specialists. If you have to beat a specialist in, say, Diplomacy through a Contested Test then all the advantage in numbers in the world isn't going to save you. Likewise, a single combat specialist Rival can take out an entire PC Squad if none of them are prepared for the occasion.. Or they could roll a low Initiative Test and fall to a single turn's worth of 10's. It's unlikely, but... Well, Intermissions aren't as balanced as the Operations. They're still better balanced than Grunts here, though.

Bosses
Bosses have very high Attributes, repetitive Powers/Weapons and extremely powerful Upgrades. They're not very versatile, but they're strong and set the rules of the battle, forcing the PCs to come up with a counterplan or suffer the consequences. Having two Weapons/Powers keeps them from doing the same thing turn after turn, but it is the Upgrades and Capstones that make Bosses truly shine. At PLs 1, 4 and 5 they are at their strongest, and at PLs 0, 2 and 3 they are slightly underpowered for their Power Rating.

There's a considerable amount of advice in both books to help you make your Bosses into Superbosses meant to match more than 2 PCs in power. The essentials for this are either Component Rivals orthe Oldtype Feature... Probably both, if we're being honest. You can make them go beyond PL 5 with a bonus 30 XP and a Capstone per PL, but that doesn't give them the increased survivability they need to weather 3+ attacks per Round when they're only supposed to endure 2 of them. Combine all three techniques and you end up with some very, very scary baddies. It does take a bit of system mastery to figure out how to build and use them, though, so I figure maybe the game could have had a proper Superboss NPC Tier that incorporates bonus Utility Actions and extra passive defenses to their core rules.

Intermission Bosses are pretty much always enemies to be fought on foot. Sure, some of their Traits have utility value that is useful for Bosses not meant to be Character-Scale combat powerhouses. But for the most part, most Intermission NPCs designated as Bosses have that title because they're going to fight the PCs... And hooo boy they're kind of super good at doing that. We'll talk about that when we discuss Boss Traits though. Other than that, they're basically Rivals but with crazier abilities, so there's not much else to say.

Balancing the NPC Tiers.
While the Power Ratings were always 2 Grunts = 1 PC and 1 Boss = 2 PCs, the numbers themselves changed a couple of times. I remember originally thinking that Power Rating should be equal to Level for Grunts, PR x2 for Rivals and PR x4 for Bosses. The numbers were very easy to remember and work with, but before the first playtest I realized that this made Level 0 enemies have no PR at all. I really liked how intuitive and elegant the mechanic was and tried to work around the Level 0 problem, but it just wasn't working. Thus, all the Power Ratings were bumped to start with 1, 2 or 4 points for Grunts, Rivals and Bosses, then add the Power Level multiplier from there. But those numbers still had balance issues, in particular when it came to Grunt swarms, and so the we ended up with the current PR table that has NPCs start at a Power Rating of 2, 4 and 8.

In the end, the PR mechanic wasn't as elegant or intuitive as I wanted it to be, but it works better than the old version. I suppose the moral of this story is to not underestimate the power of weak enemies in high numbers. That's probably the most important lesson I've learned in NPC design as a whole. Bosses need optimizing in order to keep up with multiple PCs, but optimized Grunts are brutal and almost unfair. Actions are the most important resource in a turn-based RPG, don't underestimate the power of extra Actions, no matter how weak the users might be.

The other big lesson here is that trying to work five NPC archetypes into three worked out quite decently, but only for GMs that get systems and know how to bend the rules to their will. For everyone else, it is difficult enough that having two additional tiers of NPCs (for Minigrunts and Superbosses) is something I should have at least tried out.

I care a lot about encounter and NPC design, it is one of the most fun parts of being a GM for me. This section may not be as long as some others in the book, but these are rules that I care for and think about how to improve a lot. Whatever I do next for an RPG, the NPCs are going to take a lot from the lessons learned with BCG.

Next: Enemy Features.

Gimmick Out.

Dec 4, 2016

BCG Retrospective XXXII: Beam Weapons

Melee and Shooting Weapons are direct counterparts to each other that synergize by being best at what the other lacks. Beam Weapons, meanwhile, are just subtypes of Melee and Shooting weapons with additional rules, they have the same strengths and weaknesses of their primary types, so they can't be pigeonholed as easy. They do have their own shtick, in a way, but it is not as gameplay-defining as that of other specialists. Melee specialists are good at controlling single targets and doing reliable Damage-per-Turn but bad at target selection and controlling mobs. Shooting Weapons are good at target selection, area-of-effect attacks and have a higher Damage ceiling but they need a sizable investment in MP to do those things well which usually makes them rather vulnerable. Even Beast and Artillery specialists have a very defined role, with Beast wanting to attract enemy attention to power itself up as the 'hard carry' build in the game and Artillery being absurd at striking multiple targets but lackluster against single bosses.

Beams are more about flexibility. Beam Weapons consume your Energy to Boost them, a considerable powerup that makes them hit harder than other Weapons by default. But you can forego the Energy spend and just use a version that is slightly weaker than average but has less drawbacks. When your Energy is being drained or paying Energy costs does you Damage, not Boosting your Weapons can be a good idea. Furthermore, some Beam Weapons gain the Slow ability when Boosted, while others become Overheating or gain some other form of recoil that harms the user. Thus, it's often a good idea to have some alternative ways to spend Energy (Active Defenses, Restorations, Supports) so you can still use the resource when you're not Boosting your Weapons. Beams are the easiest specialization to combine with others (except Beast, I guess, since there's no default Beam weapon), and they essentially play much like other specialists but doing more Damage at the expense of having just a handful of available Weapons to pick from.

That last thing is important because, until BCZ, having a total of 10 Beam Weapons meant that two specialization Upgrades limited your options to pretty much just one possible build for each such archetype. Let's take a look at the Core Beam Weapons:

Beam Saber
I'm a fan of the vanilla Beam Saber and Beam Rifle. Two Energy for one Advantage without any special abilities is a pretty bad deal, I admit, but it becomes one Energy for one Advantage with Experimental Reactor and suddenly you have a pair of Beam Weapons that you almost always can afford to Boost for a tiny bit of extra Damage without any downsides. This is a very strong build at low Power Levels that gives you a powerful pair of fallback Weapons at high Power Levels, when you can opt to use other Beams as your primary ways to do Damage instead.

Beam Rifle
See above. I think these two work best when combined that way and are rather lackluster the rest of the time. Unlike other Beam Weapons, these don't have any other special abilities, so they lack the flexibility and power found in the rest of their subtype.

Beam Ripper
This is our first innately Crippling Weapon. The flavor of a huge beam tomahawk or scythe that is somehow more precise and unlikely to hurt allies in Duels is... Not something I'm a fan of, but I do like the part where it lets you choose which limbs to Maim and how it debuffs the Enemy when hit. In fact, this was originally just called "the Headtaker" and its only ability was to let you choose which Areas it Maimed. Turns out, that's just a really weak version of the Suppression ability, so the Weapon got Crippling + Slow for some more power and and tactical value. The flavor is questionable, but it's a really good Weapon so I don't mind much. Beam + Crippling makes for very good Damage with a considerable debuff, and it makes you want to alternate it with other Beams while the Slow ability is in effect, keeping people from doing one-trick pony builds... And having them do two-trick pony builds instead. Look, I never said it was a perfect solution. The options for a partner weapon were more limited in core, but Burnout Edge in BCZ is a very, very good secondary Weapon with similar control potential.

Powered Rifle
This little gun here has a lot of range and hits quite hard, for a lower Energy cost than that of self-buffing yourself with Assisted Targeting for your Sniper Rifle. It has a drawback, however, in itsminimum Range of 5 Zones. The lower investment required and the drawback mean that it isn't a primary weapon, but rather an utility gun for Beam specialists or generalists looking for a long range option with a very manageable drawback. Sniper Models with Experimental Reactor used to have this as their only Long Range non-Technique but that's no longer the case since the addition of Point Singularity Projector, Bits and Lux Cannon to the game. Those have more considerable downsides (They're ALL Slow when Boosted) so Powered Rifle is still a solid, if less impactful, pick. Yay for options!

Extending Blade
Extending Blade is probably the best ranged option for Duelist Models in the Core armory and the only viable Weapon with a Range higher than 1 if they're also a Beam Specialist. Maximum Range 10, no ifs or buts, is very good when all your other options require a sizable Systems investment and you'd rather spend those points in Speed or Energy instead. It doesn't have any drawbacks (it will pretty much never gain the Dueling bonus, but that's kind of a given with ranged Melee options) so there's not a lot to say. There's more ranged options for material Melee Weapons users now, but there's still not any real competition for it when it comes to its Melee Beam brothers and sisters, so it's just as good now for them as it was back then.

Charge Cannon
Charge Cannon is... An okay Blast option. The Blast area is the same as that of most other Blasts but the Boost is a little too expensive for what is essentially Rail Bazooka without the Long Range ability and one more Advantage. I consider this a rather underpowered gun and I believe it ended up this way because I was worried about the raw power of Experimental Reactor + Artillery Frame... But, thinking about it, this could have been a Blast (3) at least, just to make it more attractive compared to other options. With that said, it still has a niche, as it is an AoE Weapon for the Beam specialists who don't want to spend MP on Systems and want a bit more range than that of Magneburst.

Incinerator
Against Units that can't fly, Incinerator is like a Technique with TRIPLE the Tension bonus instead of double. Not only that, but it provides a good AoE attack for Melee specialists who have a bit of trouble in that area. So it overheats, fine. That's a small price to pay for all it does against Enemies without Extreme Terrain protection and, unlike many other Overheating Weapons, you don't need to buff up your Tension to make it hit hard. See, Extreme Terrain uses the victim's Tension instead of yours, because they're the ones rolling the Test against the Terrain even though you created the Terrain in the first place. While this does mean that you can't power up Incinerator's secondary effect with Tension bonuses, it makes the Overheat kickback hurt less and has the benefit of being a very decent counter against Limit Engine users. While it is currently described as a flamethrower, the first version of the Incinerator was actually inspired by the chest beams of the Mazinger series that melted down the monsters of the week.

Double Blaster
This is one of my favorite Weapons on a conceptual level: Two strong attacks for the price of one! It's solid, but it is not an actual Blast (or Burst or Line) so it doesn't get the benefits of bypassing single-target defenses. On the other hand, it lacks the downsides often seen in such guns and all it does is Overheat when you Boost it. Speaking of the Overheating part, the Double Blaster is Wing Gundam Zero's Twin Buster Rifle. You can tell it is the Wing Zero Custom version from Endless Waltz because the mech melts down and collapses after firing all of three times. I guess Heero is one of those people who take the highest number even when it is odd.

Radiant Fist
This has three Advantages to its attack when Boosted and in a Duel, plus double Tension bonus. It doesn't have any particularly interesting abilities or factoids about it (other than being an obvious Shining Finger reference) but it does good Damage and sometimes that's all you really need. It is not as exploitable as the Burst and Line Techniques, because it only hits a single target, but it also doesn't hurt as badly when it fails. I think this could have afforded to only be a Technique when Boosted, losing the Tension penalty the rest of the time, because the other Techs are just more unique and lend themselves more to optimization. At the very least, that would have made Radiant Fist slightly more interesting.

Reactor Overdrive
What do you get when you combine Line and long range with double Tension bonus plus the Beam ability plus potentially Aiming bonuses? You get a recipe for wrecking face. It's not hard to catch three Enemies with it, and if they don't have countermeasures against burst Damage (which most Grunts don't), then they're going to take a very big hit. You can make the glassiest of all glass cannons taking this then casting bunch of Offensive Powers as your entire battle plan and there's a good chance that it'd be worth it even if you explode immediately afterwards from the counterattacks. This gun is one of the big reasons that things like Internal Fortification and Take Cover! exist. They're very, very hard counters, but without them the game would be in a worse place.

And that's Beams. The Core Melee armory has some duds in it and Shooting has one or two picks that are very niche, and I would say Beams are better designed than both of those. There's no real duds, the worst of the bunch is easily Charge Cannon and it has a niche. There isn't any one of them not worth taking, though there's a few that could certainly be better, at least they do solid Damage to compensate for it.

That's probably the main thing I've learned from Beams as a designer: If something hits hard enough, it is easier to forgive it for being subpar in other regards. The other thing I've learned is that attack buffs outside of those from the Weapon itself should affect just only one target, otherwise you end with a Reactor Overdrive scenario where you need very hard counters that borderline cripple the ability just to keep it in check.

As I mentioned when I discussed the Beam mechanic itself, these took a lot of work and were being tweaked until the last days of development, so I'm glad they're flavorful and fun to use on top of (mostly) being very powerful. It would have been a bummer if they ended up being all underpowered.

...But I could be wrong! What do you think? What are your favorite dealers of rainbow death and oversized immaterial implements of destruction? Yes, this is the last poll for a while, I'm not going to have fifty polls running at the same time.

Next: Now that we're done with PCs, we move on to NPCs! I've been looking forward to this section of the book. It's one of my favorites and probably the one subject I've most learned from.

Gimmick Out.

Nov 27, 2016

BCG Retrospective XXXI: Shooting Weapons

Compared to their Melee brothers and sisters, Shooting Weapons have greater range and a higher attack power ceiling, but their attack power floor is usually lower and they aren't as good at controlling enemies. They are their best when they can take advantage of the easier positioning and greater attack power, as such the best guns are those that can attack multiple enemies at once and the ones with single-target power.

Unlike with Melee Weapons, which naturally synergize with both of the things they're good at; Multitarget guns tend to do less damage than single-target guns. Shooting Weapons are more versatile than Melee ones by default, which means a specialist needs to invest more MP if they want to do both things well. This leads to Shooting specialists usually being some sort of 'glass cannon' build sacrificing toughness for firepower.

By complete coincidence, this means they get along really well with Melee specialists who like to use the Duel mechanic. And "by complete coincidence", I actually mean "by design".

Let's see how the ten core Shooting Weapons hold up:

Anti-Air Missiles
We start with Anti-Air Missiles, a Weapon that is VERY strong but conditional in who it is strong against. It's okay when Terrain plays a big role in the game (and, thus, so does the ability to fly over said Terrain) but this is a Weapon that is at its best when taken via Trump Card when you spot flying Enemies. When buffed with an Aim bonus and against a flying target, this thing has four Advantages to the attack roll, which is very silly amount for a Weapon without any drawbacks - not even an energy cost. Of course, its problem is that it's only barely better than the Vulcans against grounded targets (or those underwater/in space). This is a weakness that is difficult to plan around, but you can still work with it using Frames to switch it with a more useful gun when the Terrain is inappropriate. It's also a Weapon that deals with something most others don't: Environments. Its existence implicitly tells GMs with an adventurous spirit that they can homebrew guns suited to specific environments and how those abilities can be balanced. The Torpedoes in the expansion are a more obvious example, but Anti-Air Missiles still do their share of the work. I think this is an okay Weapon in that it is very setting-dependent but is also a total powerhouse for Trump Card optimizers.

Assault Rifle
The Assault Rifle is the most basic and all-around gun in the game. It is not powerful, but it is useful and lacks weaknesses. If you find yourself shooting into Duels often and don't want to use Suppress or buy Expert Support, this is a more reliable alternative to Crippling Weapons which often have big drawbacks. The long maximum range helps push it to being the generalist Weapon of choice. It benefits quite a bit from Aiming, not as much as a Sniper Rifle, but Assisted Targeting can make it deal decent Damage. All in all, it is an okay Weapon, certainly better than several of the Melee options, but like I said last week you usually want more than okay.

Bombardment
Used as is, Bombardment is strong. When buffed, Bombardment is strong as hell. When buffed and resupplied consistently, Bombardment is borderline unfair and you'll be glad it doesn't have long range because the relatively short range is its only weakness. Bombardment is, essentially, an area of effect Technique that can be spammed until the end of the world if you build around it... Which is honestly kind of insane. You don't know what fear is until you've seen a horde of Grunts, all of them carrying this gun. Bombardments fall, everyone dies. Perhaps the automatic Damage should have been equal to your Power Level, instead of equal to Tension? That way it wouldn't be a Blast Missile Massacre (but better) and Grunts with it wouldn't be a red alert of a potential team wipe incoming.

Electro-Sapper Pods
In theory, this is like Boosted Lance for ranged attackers but with a few tweaks to make it different. In practice, this needs very high Systems and constant ressupplying, which in Turn means high Energy and a build that can use a Support and attack in the same Turn. The problem here is that those builds don't have much MP left to raise their Might, and if your Might isn't high then the Damage bonus from having high Systems is kind of pointless. So is this a bad Weapon? Not quite, it just needs a bit of system mastery to make it work. In a pure Support build, you can use The Tacticool Approach to bump your Might from 0 to 8-10 and then shoot this thing at someone. Preferably with Assisted Targeting active to help it stick. It's not a spammable move, but it is a more reliable source of Damage than Surprise Minefield for most Support builds. It's not another Boosted Lance, which is what it really wants to be, but it has its niche and that earns it a passing grade.

Missile Massacre
Everything I said about Zweihander last week also applies to Missile Massacre. Let's move on...

Rail Bazooka
A Blast with Long Range is an amazing combination, making this the one Shooting Weapon that combines well with Assisted Targeting, Sniper Model and Artillery Frame for lots of Damage to an absurd amount of targets each time it is used. It's slow, so you can't snipe multiple targets with it every single turn, but you can still use a Sniper Rifle, Bombardment, Riot Weapon or Resonance Cannon the rest of the time depending on your build. Rail Bazooka is the bread and butter of glass cannon non-Beam builds and one of the best Shooting Weapons in the game.

Resonance Cannon
Strong, but not too much, and prone to missing. What makes Resonance Cannon worth taking is You Can Do Better Than That which makes it autosucceed on the attack roll and does an extra bit of Damage to boot. It's not hard to use the Tension bonus to push into an Enemy's last Threshold Level and let the special ability destroy them. It's also very dangerous in the hands of Grunt swarms who, with Paired Attack and a little bit of luck, can take down one or two Threshold Levels per attack. The tactical application and combo potential adds up to a pretty decent Weapon overall.

Riot Weapon
Riot Weapon is a decent fallback for builds with Artillery Frame and Sniper Model against short range targets. It doesn't have any drawbacks and it is easy to aim it so that it doesn't hurt your allies. I think it would be cooler if it had Slow (because reloading) and an innate Advantage or two to compensate, but it is honestly a very solid pick for anyone who wants an option against Squadron Grunts or other NPCs with Blasts, Bursts and Lines as a weakness.

Sniper Rifle
It's a very good option at low Power Levels when spending a Turn Aiming is well worth the +6 attack bonus, it drops in power around the midgame when specialists can do comparable Damage without spending a Turn for it and gets better again at high Level play when you can guarantee yourself some Assisted Targeting buffs. Alternatively, you can take the self-Support package ASAP and make a glass cannon build. It's comparable to Powered Rifle, but the versatility of using Supports on yourself also lets you Supply Delivery + Bombardment or Support Fire + Superheavy Machinegun. And speaking of Superheavy Machinegun...

Superheavy Machinegun
It's like a Stun Rod but it can't be used in a Duel and it can hit multiple targets, so it is... Not very much like Stun Rod at all! It is worse at controlling targets, which a Melee Weapon is going to be obviously better at, but it can contribute to said control from a distance and even hit multiple enemies. The lack of mobility makes positioning it for a proper attack somewhat difficult and Unreliable means it will sometimes miss, which is a problem, but this Weapon cares less about doing Damage and more about applying a debuff so all it needs to do is hit. Assisted Targeting helps, moreso than with most Shooting Weapons, because the range bonus and the extra Advantages alleviate both of its issues and help make Superheavy Machinegun shine. If you already have your targets lined up and aren't worried about missing, Support Fire will make this thing hit for its full Damage and applying a very tough multitarget debuff.

Shooting Weapons in core BCG are stronger than Melee Weapons. They just have more build and optimization options: You can build a Sniper Model with okay attack power and strong defenses. A Sniper Model with Artillery Frame to blast Grunt hordes. A Sniper Model with Supports to Snipe, Bombard and Cripple as necessary. And that's just the really obvious options. I think this is the best of the three Weapon armories in core.

But that's what I think. What about you? Which Shooting Weapons do you like to use to make robots explode with? If you're more of a Beam Rifle kind of person, we'll get to them next week.

Gimmick Out.

Nov 20, 2016

BCG Retrospective XXX: Melee Weapons.

This isn't just Retrospective Update #30, it is also GimmickLabs Post #100! Yay for regular blogging! This series has been helpful for giving me ideas and I hope you find it as interesting to read as I do to write. Now, on to Update XXX's subject: Weapon porn for super robots - no drills edition.

Melee Weapons are the most dependent on good positioning (a Default range of 1 does that to you) but are also the ones that make best use of the Dueling mechanic. Most of them are designed with Duels in mind, which means that they're at their best when keeping an opponent locked down or doing as much Damage as possible making use of the extra Advantage from Dueling. The other Melee Weapons have to compensate for a Melee specialist's weaknesses: range and crowd control, which, well, they don't quite pull it off for the most part. Let's see how our ten core examples do:

Arm Guardian
We start with a Weapon that, I think, is a little on the weak side. Arm Guardian will make it harder for the enemy to hit you once you manage to hit them. On paper, it is a decent fit for duelists that want to be more on the tanky than the DPS side of their melee specialization. The problem is that it doesn't have any other attack bonuses, so it will miss against targets with a strong Active Defense, thus failing to grant its Defense bonus to the user. Its other problem is that the Defense bonus makes the enemy want to target your allies rather than you, which goes against the idea of playing a tanky duelist in the first place. A higher Defense boost (Maybe 4? Or perhaps even 5?) or an in-built attack advantage with a drawback to compensate (Like Slow or Unreliable) would have made this a more attractive weapon, I believe. It is not bad, mind. It is just okay, because it grants a minimally decent upside and has no significant drawbacks, but you generally want more than "okay" for your PCs.

Boosted Lance
One of the most interesting and powerful Weapons in the game. It starts out strong, then synergistic movement bonuses from Powers and Upgrades make it devastating. You have to build for mobility and most  debuffs in the game will hit you there, but you can also build to counter said debuffs with Antigravity, Slippery Chassis and Mind Over Matter. Boosted Lance's real weakness is that it doesn't actually play well with Duels, because being stuck in place hurts you more than it will hurt your opponent, so you need Slippery Chassis ASAP. It all adds up to a build that needs tons of Powers, Upgrades and Weapons (like the Rocket Sword) not just to synergize with it it but also to cover its weaknesses. I think it is a little too strong at high levels when all the pieces come together, but at that point nearly all optimized specialist builds are sort of busted in their own way and need hard counters to keep them in check, so I don't think it is that bad. I really like it.

Chainblade
Chainblade is a strong Weapon with a drawback that gives it a random chance of doing less Damage than CQC, making it somewhat hard to use properly. The primary reason to use it is the synergy with Tension bonuses. Assuming you can keep the Unreliable ability from screwing you over, Chainblade is a repeatable Technique, and that's very powerful. An extra advantage, from Duelist Model or Versatile Model, plus an occassional use of Try Again should be enough to maximize your odds of rolling evens. I really like how this one turned out too.

Stun Rod
Works well for debuff and tank builds, sacrificing attack power to weaken the target. But it doesn't really shine until you use it with Support Fire, Formation G or Fight Smarter. The Crippling buff allows Stun Rod to do its full Damage while applying a rather strong debuff. This "Crippling Rod" has also great synergy with the Duel mechanic, locking down an Enemy and debuffing them until they defeat you or somehow pull away, which is not easy because Crippling hurts attack and mobility both. It's a solid Weapon and I think having designs like it, unassuming but really nasty when buffed, is good for the game.

Dueling Blade
It's a 1v1 Melee Weapon that pretty much has a free Advantage to most of its Tests. Yeah, it is good. The big problem is that sometimes things die too quick for it to be of use. The rest of the time? You initiate with something else (like say, a Hook Launcher or Boosted Lance) and then ride the free drawbackless Advantage to victory. For specialists, it has a lower Damage ceiling than Chainblade but it also needs less setup and doesn't melt down into a puddle when you take a debuff to Tension. For generalists, it is probably the most reliable Melee Weapon there is - just let the Grunts and Rivals be the ones to Engage then make a pincushion out of them.

Finger Net
With a very short range, a meh area of effect and lack of synergy with anything else that Duelists are supposed to be good at, this Weapon's saving grace is its single shot debuff... And what a debuff it is! It doesn't just halve Guard and Speed (a fairly strong effect before you add the Damage from the attack roll on top), it does so until the end of your next Turn. This can be exploited with the Delay Action to make your next Turn end after everyone else's, thus making the debuff last essentially two full Rounds. This is not an intended rules interaction, but the exploit wasn't noticed before going to print, probably because it is the only debuff in the game to work this way. So why doesn't this effect last one Round like nearly every other effect in the game does? Because new players were always disappointed they couldn't take advantage of the debuff in a 1v1 scenario. When something you design is always being misinterpreted, maybe you should change the way it works. With that said, I don't dislike the change in a vacuum. If not for the aforementioned exploit, I'd consider the "Until the end of your next Turn" wording an upgrade to use in the future in place of "for one Round". Anyway, this is the only Weapon available to PCs that halves two Attributes, so it's an okay 3rd or 4th pick for debuff-oriented or Artillery Frame builds. Exploitability aside, I think it is good.

Jackhammer Stake
This one is... Okay, much like Guardian Arm. It is fairly strong if you can replenish it constantly with Supply Delivery. The problem is that you could also be adding Aim or Crippling bonuses to your attacks for the same cost which are generally stronger. You could also just Supply Delivery a Weapon with a more useful secondary effect, like Bombardment. The idea of a Weapon that can be 'spent' for an useful buff to the attack roll is cool but this probably needed to have a different buff than just Damage for a single target attack. Barrier Piercing would have probably been a good idea.

Rocket Punch
Compared to Shooting Weapons, Rocket Punch has a base +2 to maximum range helps, but that's not enough to compensate for the higher base range that real guns get. Thus, as a ranged option, Rocket Punch is exclusively for Duelist Model users who want range without spending any Energy for it. It's okay as is, but I don't like that one of the most iconic super robot weapons is a weak and niche option. If I were to redo it, Rocket Punch would have Slow (because it takes a while for the fists to come back) and have an innate Advantage to the Test or something like that to give it an edge.

Whirlwind Attack
Whirlwind Attack is a very, very strong crowd control option. It's like an area of effect Assassin Blade with Slow. That alone makes it great for duelists and generalists alike. But it also shines as an excellent short range option for Artillery Frame builds, which usually would rather stay far away from the enemy but might need to clear a mob invading their personal space every now and then. That's kind of really good and shows how strong all the Burst Weapons are.

Zweihander
Oh man, poor Zweihander. Zweihander suffers from me overestimating Tension modifiers and underestimating how bad it is when you fail to kill the enemy with it. The game sped up a lot during its development months and both Zweihander & Missile Massacre failed to keep up with the other Weapons that kept getting faster. As is, it is underpowered. The Technician Upgrades in BCZ make it a solid, near-unbeatable 1v1 option. It needs the setup, but the payoff is powerful.

Melee Weapons in core BCG are strong and offer some interesting build options. They lack in utility value until BCZ however, so there's just not that many ways to build a pure Duelist without any other gimmicks. Still a strong, interesting and fun build though! The added Upgrades and Weapons help but I think core BCG Melee specialists are playable as is.

Also, new poll! Which Melee Weapons do you give your robots? Have any favorites? I'm leaving the Melee Beam ones for a later poll, obviously.

Next: Shooting Weapons

Gimmick Out.