What’s your damage?

As you know, damage in Bulletproof Blues is not dependent on “rolling damage”. A knife usually does the same damage, a pistol usually does the same damage, and so on. The exception to this is if the attacker has “expertise” with the attack and rolls particularly well on their attack roll: that grants an “extreme success”, the most common result of which is +3 damage.

There are three reasons for this. First, rolling and counting handfuls of dice is time consuming. Sure, doing it once is no big deal, but over the course of a game session, with every player doing rolling and counting, rolling and counting, that small amount of time adds up. Since one of the primary goals for Bulletproof Blues is that combat should be fast, we decided to keep the damage for attacks consistent.

Second, given the range of power levels for attacks and defenses in a typical Bulletproof Blues game, rolling for damage obviously wouldn’t work. Even a relatively small variation (rolling a d6, for example) would have game-breaking consequences. A small revolver would have a reasonably good chance at shooting through an armored car, while a bazooka would have a reasonable chance to bounce off of a police officer’s ballistic vest. That works for a more “four color” game, but not for Bulletproof Blues.

Third, and most importantly, is that we don’t want Bulletproof Blues to be the kind of game where you just attack a tough opponent over and over and hope to get lucky. If the player characters are faced with an opponent that shrugs off their usual attacks, we don’t want the players to just fire away at the enemy doggedly until a lucky hit takes them down. That’s terribly dreary. Instead, an enemy that is too tough for their usual attacks should inspire the players to rethink their strategy. Perhaps the player characters need to use teamwork to combine their attacks and overcome the enemy’s armor. If the opponent is too tough for even that, then they should try some other approach. Can the enemy breathe under water? Does the enemy have some psychological weakness than can be exploited? Is the enemy vulnerable to a particular form of energy? In Bulletproof Blues, success should depend on the choices of the characters, not on dogged persistence and waiting for a lucky die roll.

However…

Unpredictability is undeniably part of what makes combat fun, and even a small unexpected bonus can add some zing to a fight. So we got to thinking: how could we add a very small amount of variability to the damage in combat without undermining the basic premises of the game and without slowing down combat?

So here’s what we are currently planning for Bulletproof Blues Second Edition (look for the Kickstarter in February!): an expansion of the benefits of rolling particularly well on a given task. Previously, a task roll either failed, succeeded, or resulted in an extreme success. We would like to add an intermediate step between ordinary success and extreme success, called “remarkable success”.

Remarkable Success

If the player’s roll equals or exceeds the task difficulty, the character succeeds at the task in a completely satisfactory manner: the clue is found, the language is translated, or the lightning bolt hits its target. However, rolling higher than the required task difficulty may grant additional benefits.

If the player does not have expertise in the power or skill, and rolls three or more over the task difficulty, the character achieves a remarkable success. So if a character attempted a challenging task (task difficulty 12), and the player rolled 15 or more, but the player did not have expertise, this would be a remarkable success.

If the player rolls a remarkable success when making a skill roll, perhaps the character gets some small amount of additional information unrelated to the task at hand, or perhaps the GM gives the player a hint about a better avenue of inquiry. If the player rolls a remarkable success in combat, one rank is added to the weapon or power, solely for the purposes of that attack.

Extreme Success

If the player has expertise in the power or skill, and rolls three or more over the task difficulty, the character achieves an extreme success. So if a character attempted a challenging task (task difficulty 12), and the player rolled 15 or more, and the player had expertise, this would be an extreme success.

If the player rolls an extreme success when making a skill roll, perhaps the character has a “eureka!” moment, or perhaps they have found answers to questions they didn’t even know they should ask. If the player rolls an extreme success in combat, the attacker may choose one of three bonus effects, unless the description of the power says otherwise: overwhelming the target, smashing the target, or staggering the target.

What do you think?

One repercussion of adding “remarkable success” is that characters with very high Prowess or Accuracy can often rely on doing an extra point of damage with their attacks. Conversely, characters with very low Prowess or Accuracy will often take an extra point of damage from attacks.

October update: new review and Colorado flood reflief

The Colorado Flood Relief Bundle has come to an end. With your help, we raised just about $5500! If you didn’t get an opportunity to participate, you can still donate at the Great Colorado Flood Relief Project.

Elsewhere on the Internet, John Taber has written a very comprehensive review of Bulletproof Blues over at Kingbeast’s Lair. He went into some detail on what he liked and what he didn’t, and it’s worth your time to read it.

I will share with you some of the reasons behind a couple of the things John didn’t like. This doesn’t mean John is wrong: there is room in the world for everyone to like what they like. But I thought you might appreciate an explanation.

The layout is intentionally simple: a single column of black text on white background, with the text being slightly larger than one usually finds in roleplaying games. We did this for two main reasons. First, the book is primarily intended to be read on a computer screen, especially a tablet. We wanted to make it as easy as possible to read. That’s why it’s in a single column, and why there are very few colors and images behind the text. Second, there are many gamers with vision impairments. We wanted to make sure that the game is accessible to everyone.

John is right that the game has much less art than you will find in most other games of similar quality. The main motivation behind that is a prosaic one: cost. Art, particularly good art, is expensive. We tried to make the book as attractive as we could while keeping the cost as reasonable as possible. Would we like to have a “deluxe” version, with more art? Certainly. But it would be more expensive — much more expensive. It was more important to us that the game be affordable to everyone who might want to play it. If the game becomes hugely popular, and makes us many thousands of dollars, virtually all of that money will go toward art. In the meantime, we hope that people enjoy playing it. 🙂

Could the game be organized better, and could the layout be improved? Absolutely. We went through many iterations of the sample character layout, for example, and we’re still not entirely happy with it. And as John pointed out, the wide tables are a problem that we never did find a satisfactory solution for (although we tried). If you have suggestions for improving the layout, or the game itself, we are always happy to listen (although listening doesn’t mean we will necessarily follow your advice!).

One thing John didn’t mention, which I personally think is particularly important, is that Bulletproof Blues is a completely open game. The game is dual-licensed under both the Open Game License and the Creative Commons Attribution-ShareAlike license. Anyone can write supplements for it, or even base a whole new game on it. Choose the license that best fits your purposes, and go to town! We will cheer you on with the greatest enthusiasm.

Go read John’s review, and poke around the rest of his web site. He has some interesting stuff over there.

Happy Halloween!

Colorado Flood Relief Bundle

DTRPG bundle

The flooding of Colorado in September of 2013 destroyed over 1500 homes and damaged over 19,000 and, unfortunately, the US government shutdown has hampered official rebuilding efforts. Many people are still recovering from the devastation.

Kalos Comics has joined with other RPG publishers to give gamers a way to help out while getting some great games at the same time. If you haven’t already picked up Bulletproof Blues, this is a great way to get it.

Pick up the Colorado Flood Relief Bundle.

Want a free review copy of Bulletproof Blues?

Do you review roleplaying games? Do like superheroes, or “light” rule systems? Then maybe you would like a free copy of Bulletproof Blues! If you would like a review copy, reply to our post on the Kalos Comics page of either Facebook or Google+ with a link to your previous reviews, and if you’re on the level we will send you a free coupon for the PDF. (Remember, post your link on the Kalos Comics page of either Facebook or Google+, not as a reply to this post!)

A few minor changes now in print

Just a quick update:

The minor changes we mentioned on 2013-04-23 are finally in print! If you bought the current print version and would like to buy the updated version, let us know and tell us what email address you used to order the book, and we will send you a coupon for around $5 off the price of the book (basically, you get the revised book at our cost).

Thanks again to Sean Patrick Fannon of Evil Beagle Games for his input and suggestions.

A few minor changes

As a result of some feedback, particularly from gaming veteran Sean Patrick Fannon, we are making some minor changes in Bulletproof Blues.

The first problem is that the “trip” action is supposed to represent a range of actions, including aikido and judo throws, pro wrestling slams, legsweeps, and simple Three Stooges style trips, but we did not convey that adequately in the text. To help make this clearer, we are changing the name from “trip” to “slam” (a term in common use in the field of pro wrestling), and we are expanding the description a bit.

Of course, we already have an effect called “slam”, which is one possible result of an extreme success in combat. We are changing the name of that to “smash”.

We hope this change doesn’t cause more confusion than it alleviates…

Here is the new text for “Slamming”, which replaces the old section, “Trip Attacks”.

Slamming

A slam or takedown involves using a target’s mass and velocity against them so that they fall to the ground. Slams are only effective against targets whose feet are on the ground to begin with. A slam can represent a an aikido throw, a leg sweep, a judo hip toss, or even tripping someone with an umbrella, depending on the attacker’s fighting style.

A slam requires a Prowess task roll against the Prowess of the intended target. If the slam attack is successful, the defender falls to the ground and may be injured by the impact. The damage rating of this attack is normally equal to the attacker’s rank in Agility. Characters with human level Agility (rank 3 or less) inflict stunning damage with their throws. A character with rank 3 Agility would have damage rating 3, and any damage inflicted would be temporary. See Stunning for more details.

If the defender was moving, the damage rating of this attack is equal to the defender’s rank in their movement power or the attacker’s rank in Agility, whichever is greater. If the defender’s rank in their movement power is 3 or less, the slam inflicts stunning damage.

Another small change is in the coordinated attacks action. We are changing the task roll requirements so that the characters attempting to assist with the attack need to make a challenging task roll (task difficulty 12) rather than attempt to actually hit the target. Here is the new text for “Coordinating Attacks”.

Coordinating Attacks

Multiple characters can work together to increase their chances of hitting an opponent. One character will actually make the attack, and the rest of the characters will attempt to assist them. Each character wishing to assist with the attack attempts a challenging task roll (task difficulty 12) using the appropriate attribute (usually Prowess or Accuracy). Each successful task roll increases the attack bonus of the attack by +1, up to a maximum of +3. The character who actually rolls to hit the target provides the base damage (or effect) for the coordinated attack. If the character who actually rolls to hit the target fails their task roll, the entire coordinated attack fails.

We have also made a tiny change to the “distract” action, granting a bonus to the next attack against the target, regardless of who makes that attack.

These changes have been made to the PDF on DriveThruRPG, and the update is free to anyone who has purchased it.

The changes will be made to the print version as soon as we get the print proof of the revised book. Until then, we are making the print book unavailable to keep anyone from buying the current version. If you bought the current print version and would like to buy the updated version when it’s released, let us know and tell us what email address you used to order the book, and we will send you a coupon for $5 off the price of the book.

Errata: Improving your character in Bulletproof Blues

Bulletproof Blues cover

This section was inadvertently omitted in the initial print versions of Bulletproof Blues. It pertains to using Experience Points to improve your character.

Improving Your Character

Unlike most roleplaying games, Bulletproof Blues assumes that the player characters are relatively complete when they are created. In the comics which Bulletproof Blues seeks to emulate, characters don’t grow ever more powerful as time goes on, as is common in some roleplaying games. However, part of the fun of a roleplaying game is developing new skills and powers, so Bulletproof Blues uses the concept of “experience points”, but the increase in power over time is relatively slow compared to most other games.

At the end of each story arc (every half-dozen game sessions or so), the GM determines how many experience points to grant each player, and each player adds that amount to the “Unspent Experience” on the character sheet of the character they played during that story. If they played more than one character (due to plot requirements, death or incapacitation of the first character, or any other reason), the player can pick which character receives the experience points. If the player receives more than one experience point and played more than one character over the course of the story arc, they can distribute those experience points among the eligible characters as the player sees fit.

Experience points may be spent at any time to improve or modify a character’s attributes, skills, advantages, or powers. Each experience point is used just like the character points used to create a character: one experience point can improve an attribute or power by one rank, buy expertise in a skill, and so on. The GM should keep a close eye on any new powers the character gains, as well as on any increases in the character’s attribute or power ranks that might make the character unsuitable for the power level of the game being run. It’s never a bad idea for the players and the GM to discuss how the players plan to spend their experience points.

The GM should award experience points to players who role-played exceptionally well and made the game more fun for everyone. Here are a few suggestions.

ActivityAward
Showed up for the game+0 pts
Played the game enthusiastically+1 pts
Concluded a lengthy series of games+1 pts
Has the lowest quantity of experience points in the group+1 pts
Role-played exceptionally+1 pts
Was clever and inventive+1 pts

We suggest that only one player in the group receive the “Role-played exceptionally” award and that only one player in the group receive the “Was clever and inventive” award, and that these should be two different players. You might like to have the players vote for who they think should receive these two awards. If so, encourage them not to vote for the same two people every time. Also, remember that the purpose of the game is to have fun playing, not to rack up the highest score. If it rubs your players the wrong way to receive different amounts of experience points, it may be easier to just give each player two experience points at the end of each story arc and be done with it.

Thanks for playing!

Bulletproof Blues in print

The third time’s the charm! After reviewing and rejecting two proofs, we have a version of Bulletproof Blues suitable for printing.

If you buy the print version and the PDF together, the PDF costs just one cent above the cost of the print version. If you’ve already purchased the PDF version, check your mailbox — we’ve sent you a coupon for $4 off the print version.

Thanks for playing!

Bulletproof Blues conversion for Extreme Earth

Extreme Earth

Brandon Blackmoor had a conference yesterday with Joe Bardales and Jon Gibbons, two of the creators working on Extreme Earth, a dystopian superhero setting. Extreme Earth will support a number of game systems, and Bulletproof Blues is one of those systems. Pretty cool, eh?

Joe and Jon talked about the Extreme Earth setting, and the three authors discussed how Bulletproof Blues could be adapted to it. For instance, the power level of Extreme Earth is quite a bit lower than a typical Bulletproof Blues game, and some powers, like Amazing Movement (which allows the character to travel in space or through time), wouldn’t be available at all. However, the basic premises of Extreme Earth are quite similar to those of the Kalos Universe, if a bit grimmer. Think of Extreme Earth as a cross between Heroes and The Wild Geese. We think using Bulletproof Blues with Extreme Earth will be a great match!

Extreme Earth doesn’t have a web site yet, but they do have a Facebook Page and a Google+ Community. Check it out!