Stand Firm
Posted: Sat Oct 13, 2007 3:25 pm
I agree with the designers of the 4th and 5th eds that Stand Firm in 3rd needed to be nerfed. I think, however, that the nerfing was overdone: my balance aesthetic says it should seem to be a relative equal to Side Step, so long as it doesn't become a "no-brainer" skill (which would be hard in a category with Guard, Mighty Blow and Juggernaut).
Two questions for y'all:
1) Do you agree with the assessment below? If not, where am I wrong? Does Stand firm need to be fixed?
2) If you agree, do you like any of the "fixes" I present, or should something else be done?
Part I: The Stand Firm Situation
- In 3rd ed., Stand Firm got a lot of use as intended, and the two benefits (ending action instead of falling down on a failed dodge, and never getting pushed) were fun in conjunction on Blockers and (when they came along) rookie Big Guys. It was kind of powerful and maybe needed to be looked at on those grounds alone, but the real problem was its outrageous power as a doubles roll on a player with Dodge and/or AG4.
- After a little clumsy playing around with the Turnover rule way back when, Stand Firm was turned into a Trait, solving that Agility player problem, and keeping the power of the skill in check via rarity. As un-fun as Traits were, this one seemed to work pretty well.
- In the current rules, with Traits (thankfully) gone, something had to be done. The problem of Stand Firm's power was solved in one fell swoop by simply lopping off the lesser benefit. Chop. Now it just keeps you from getting pushed. To make sure the right nerf had been taken, a secondary nerf was included: when new skills were developed to beef up S (because now that's all Big Guys got!) they added counters in to Stand Firm and Side Step. This was kind of warranted in Side Step's case: it's a clear top-tier skill, even if it's got sharp competition in its category.
- It just so happened that the skill that counters Stand Firm got way more popular than the one that counters Side Step. Worse, the "stay where you are" benefit really isn't quite as good as the "pick where you get pushed" benefit most of the time (which is why the second bennie was there to begin with in 3rd). Now, nobody would take it on doubles.
Part II: The Stand Firm Solutions
Which, if either, do you like?
A) When a player with Stand Firm fails a dodge attempt, unless the roll is a 1 (before modifiers), the player stumbles into his new square, remaining on his feet, but his action ends immediately. If a 1 is rolled, the player is knocked down as normal. (The idea is that the "stumble" power would be totally useable but still kind of risky on a bruiser, all-but useless on an AG4 player, and half value for an AG3 player.)
B) When a player with Stand Firm attempts to dodge, all die rolls of 5 or 6 (before modifiers) are automatic successes.(This is much weaker than A, but will be a cute side-bennie sometimes on bashers if the dodge is very important and a TRR is available.)
Neither benefit synergizes well with Break Tackle, which is unfortunate: one thing the old SF had going for it that I liked was how many skills it worked with and how many ways one could go with it. Hmmmm.... I'll keep thinking on it.
Two questions for y'all:
1) Do you agree with the assessment below? If not, where am I wrong? Does Stand firm need to be fixed?
2) If you agree, do you like any of the "fixes" I present, or should something else be done?
Part I: The Stand Firm Situation
- In 3rd ed., Stand Firm got a lot of use as intended, and the two benefits (ending action instead of falling down on a failed dodge, and never getting pushed) were fun in conjunction on Blockers and (when they came along) rookie Big Guys. It was kind of powerful and maybe needed to be looked at on those grounds alone, but the real problem was its outrageous power as a doubles roll on a player with Dodge and/or AG4.
- After a little clumsy playing around with the Turnover rule way back when, Stand Firm was turned into a Trait, solving that Agility player problem, and keeping the power of the skill in check via rarity. As un-fun as Traits were, this one seemed to work pretty well.
- In the current rules, with Traits (thankfully) gone, something had to be done. The problem of Stand Firm's power was solved in one fell swoop by simply lopping off the lesser benefit. Chop. Now it just keeps you from getting pushed. To make sure the right nerf had been taken, a secondary nerf was included: when new skills were developed to beef up S (because now that's all Big Guys got!) they added counters in to Stand Firm and Side Step. This was kind of warranted in Side Step's case: it's a clear top-tier skill, even if it's got sharp competition in its category.
- It just so happened that the skill that counters Stand Firm got way more popular than the one that counters Side Step. Worse, the "stay where you are" benefit really isn't quite as good as the "pick where you get pushed" benefit most of the time (which is why the second bennie was there to begin with in 3rd). Now, nobody would take it on doubles.
Part II: The Stand Firm Solutions
Which, if either, do you like?
A) When a player with Stand Firm fails a dodge attempt, unless the roll is a 1 (before modifiers), the player stumbles into his new square, remaining on his feet, but his action ends immediately. If a 1 is rolled, the player is knocked down as normal. (The idea is that the "stumble" power would be totally useable but still kind of risky on a bruiser, all-but useless on an AG4 player, and half value for an AG3 player.)
B) When a player with Stand Firm attempts to dodge, all die rolls of 5 or 6 (before modifiers) are automatic successes.(This is much weaker than A, but will be a cute side-bennie sometimes on bashers if the dodge is very important and a TRR is available.)
Neither benefit synergizes well with Break Tackle, which is unfortunate: one thing the old SF had going for it that I liked was how many skills it worked with and how many ways one could go with it. Hmmmm.... I'll keep thinking on it.