Malancthon wrote:That'd still be the way a normal character or a group of normal characters would have to approach a "Monstrous Scaled" encounter. I imagine in a standard OVA game, such an encounter would not have any stats- as you say, it's more terrain or hazard based than boss battle fight.
But just like D&D of ye old who had stats for gods and the Terrasque, the "Monstrous Scale" provides an option to stat these hoary abominations with respect.
I'd like to point out that
no D&D edition, not even the awesome current one, really does justice to how epic a fight vs a great wyrm or the Tarrasque would be, because it treats them as "just monsters", like big mega-strong goblins or orcs, while if you watched a fight against orcs in, say, LotR, and compared it to, again, say, Shepard's efforts against the Reapers in Mass Effect, you'd notice a definite difference. The normal combat rules are awesome for anything as big as an ogre, tops - and even then, I really would like to be able to climb the big turd and stab them in the noggin, instead of just hacking at their legs. Now, OVA is more generic, not all characters will be "Medium- or Small-sized Humanoids", so it'd make no sense to have that kind of rules in it, but it certainly would in D&D - fighting giants and dragons should definitely
be different than a sword & buckler versus an evil cleric or what have you.
But I'm getting sidetracked, sorry
There is a tangible awe with having numbers in the high hundreds or in the thousands.
Agreed
I totally get where you're coming from, here.
A good GM certainly can with good storytelling and roleplaying build up an encounter or scenario involving a gigantic or godlike threat without needing stats (Call of Cthlulhu, for example, says don't bother statting an Elder God), but having stats does solidify the encounter. Or helps a less skilled GM with context. Godzilla, for example, I think shines more accurately as a 2500 Health creature than a 100 Health creature. Same with the Abomination, it shines more as a 1000 Health creature than a 40 or 70 Health creature. You can take a quick look at it and know you will need to change to brown pants.
Again, agreed.
Then, going back with a normal group. Head on combat is going to be idiotic.
Very much so!
With just a single success, Godzilla's tail would flatten even the hardiest of characters. So they'd have to fight smart, use the terrain to hunt down a weak spot, maybe work to set up a psychic transceiver on the big G, all sorts of little things that could take up an entire session- just as you suggested as the way to approach the fight. Because the players can see just how much damage would be inflicted or how tough Godzilla himself is, and they'd be straight up doomed to try to take it on normally.
This actually is a reason why I separated out the abilities into Strong/Tough/Vigor equivalents. If the normal scaled characters do decide to take on such behemoths, not using the Monstrous Damage/Destruction/Yield/whatever Ability or having it at a lower level would allow normal characters to survive the monster's attacks. However, since a normal character would only be able to chip away at such high HP that though with luck or tactics the characters could win, the encounter would take forever or the characters would still likely succumb to attrition, it would behoove the players to think outside the box and for the encounter to play out session long without normal combat- just as you say. It would then depend on how lethal the encounter the GM wants it to be.
I like the way you think, buddy. Right now we're on the same page.
But then! Mecha G is a go! Jaeger protocol activates! We got DinoZord Power now! The characters win or survive or something that gives them a chance for equal fighting. Mazinger Z rises up and with a burning fire and a rocket punch is ready to end the fight!
And you do like 15 points of damage. Way to undervalue the impact. But at 75 points, 150 points, or 375 points (Monstrous Ability x5, x10, x25 respectively), now you got the numbers to back up just how cataclysmic, how monstrous, how epic the fight is. A win for the monsters, and a win for the players.
Aaand... yes, I can see what you're saying. The impact of the numbers is undeniable. I can't say otherwise. And I'll give you another one: OVA has a +5 cap to all Abilities. That means... it's hard to go wrong, but it's also hard to really accurately translate the power of a godlike being into hard cold rules, which might definitely be a need. There's Scale, which is brilliant, but most RPGs tend to break down when you bring in the real heavyweights. I don't know if OVA does... I suspect that's not the case, and I'll try to show you, in a second, but it's certainly a concern.
And again, yes, bigger numbers do have their appeal.
Now... let me see what I can do with OVA's rules, as is...
Let's take a Boss with 2 Health bars, Scale (roughly apartment building) & Extra Actions
Vigorous +5, Endurance 100
Tough +5, total vitality for 2 Health bars: 200
Strong +5 (with Scale)
Iron Willed +4
Intimidating +5
Combat Expert +3
Armored +4 (with Scale)
Attack +5
- Tail Lash, Area Effect +5, Armor Piercing +2, Barrier Buster +3, Effective +4, Impairing, Reach +4, Stunning, Concentration -3, Delayed, Open to Attack, Requirement (Needs Lots of Room), Unwieldy -3, DX 15, Endurance 5, affinity: bludgeoning
- Plus other minor attacks, whatever, I'm thinking of a typical
kaiju shaped somewhat like Godzilla, so stomping, biting, clawing & trampling would all be nice, and of course fire or laser or plasma breath or whatever good ol'
Gojira could do. Hell, even just a roar would count as an attack from this guy here.
Now, I've never run a beast like this so I'm not really sure how much damage it would do with the above-mentioned tail-lash, I think max damage is
450. But that's max damage, unlikely that PCs will defend so poorly they'll receive it all in the teeth, also considering the time it takes the beast to strike (Concentration represents the need to position itself & wind up its long thick heavy tail) they'll probably come up with some way to defend themselves pretty well... unless we make an example of Extras & Secondaries (which after all are 99% of almost any setting) - let me roll some dice...
I rolled a rather crappy 6 for its attack. Let's take from NPC Fragments some of everyone's favorite cannon fodder: ninja! Ninja extras, to boot. They don't have any particular defensive Ability, so let's roll a couple dice for their collective defense... Whoa, 12! They all dodged out of the way! These are some pretty cool ninja. Let's say, though, for the sake of argument, that they had rolled a 4.
(6-4)x15=30 damage.
Enough to kill them on the spot (or KO them, depends on the series' rating and the intended audience), b/c it reduces both Health
and Endurance to 0. Up to 15 ninja,
curbstomped.
I admit the numbers don't look as good as those big ones you managed to come out with thanks to your Unique, but even with a Combat Expert of only +3 and a crappy die roll the monster did its job pretty well (and I didn't even list other attacks).
Plus, Scale really works well. On all Abilities. You can have Smart+5, and then be faced with a god with Smart+5 & Scale: deity, and feel like a toddler or a simpleton, while a Quick Ability holds only as long as you're competing against other human beings, as a cheetah would have the Scale advantage... also, if we consider Mass Effect's Leviathans in light of this, it'll be easy for them to destroy anything smaller (and gods, are they ever big), resist blows from conventional weapons (b/c they have Scaled Armor) and totally mind control anything unlike themselves, Reapers included (and as it happens, it happens, right after Shepard's little
vis-a-vis with them).
And then, as you said, you bring a big mecha with you and punch a Leviathan right in its, uhm, tentacles, and Scale fixes everything - if the mecha is about as big as the Leviathan (not really Mass Effect stuff, but bear with me) the Scale will be the same, and if you bring an even bigger mecha, then it will have the Scale advantage over the Leviathan. Scale is really a little brilliant piece of RPG design, extremely versatile and useful, and it doesn't need hard & complex rules, just a basic understanding among the players. I couldn't be more satisfied of it.
But again, your Uniques really drive the point home. And I'm a firm proponent of different strokes for different folks. I still think for my needs Scale would be enough (most of all if it applies even to damage-related Strong, of which I'm not sure at all), and perhaps I'd style a Unique after Endurance Reserve to reflect an energy-storing organ in a
kaiju, but all in all I'm in no hurry to add this level of houseruling to a game which has repeatedly proven to be tough enough to model so many circumstances without breaking down.
Still, gotta love those big
9999 damage appearing when you hit the enemy