>> Combat proceeds normallly with each hero attacking on his action.
>If
>> he loses against the creature, then he loses/gains AP. But each time
>> the heroes attack, they gain a multiple attacker bonus of -3 to the
>> critter's ability. The creature, when it comes around to its action,
>> can attack ONE hero (unless it had many attacks or something like
>> that).
The creature could also take -3 per extra target and split it's AP up amongst them if it wins (using the BEST defensive roll). So it could have a go at attacking them all at once, although poorly.
>Big Nasty Beast has Close Combat (claws, whatever) 15, because it is
>slow and big, so it can't turn very fast and so on. It has 'only' 15
>AP and could be easily defeated (well, I might state that its hard
>skin gives a protection of ^5...)
>
>So it can use its 'Very Big 10W2' ability to augment itself before the
>fight. But it gives only a few APs, and I still have a easily defeated
>beast.
Very Big is a perfectly suitable defensive Ability. And as it's so slow, the Heroes could be allowed first attack, meaning the creature gets 50 AP and one hell of a defence (which would be reduced by Multiple Opponent penalties), but still not a very good attack. Not remarkably dangerous, but damn difficult to kill.
>I suppose using the 'Very Big' ability as a the principal ability to
>fight would be cheating ?
It would be a poor attack ability (unless it simply trampled or barged around, with a -10 or so penalty to it's Ability), but a perfectly good defence.
>(The fact is, I fear my players may ask to do the same)
You have Very Big 10W2 player characters? I would certainly allow Large to augment defences, and might allow it to add edge to attacks.
Wulf
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