In many PbtA games, gangs inflict +1 harm and get +1 armour for each step of size difference between them and their…

In many PbtA games, gangs inflict +1 harm and get +1 armour for each step of size difference between them and their…

In many PbtA games, gangs inflict +1 harm and get +1 armour for each step of size difference between them and their opponent. What would happen if I started placing smaller groups or individual enemies on the same ladder? For example a giant ogre that is the equivalent of a large gang or the ninja triplets that are like a small one. This is of course already baked into AW with the move “Not to be fucked with” where the Gunlugger can fight as a small gang.

The extra math could be a drawback, but it might actually help you avoid math in something like a mechwarrior game where you mostly fight enemies on the same power level when you’re in the suit, and when you’re not, you’re probably just fighting people anyway. But it’s obviously situational and it wouldn’t be practical in most games.

I was planning the next duet campaign for my son and I thought it would be interesting to have a player that switches back and forth between power levels so he can fight giant monsters one day and duel his rival the next. That’s how I started thinking about this, but since I don’t remember seeing anything like it anywhere I have a feeling that it might not be that effective.

Have you seen good examples of this?

What are the flaws?

How would this be a good mechanic?

Is there a better way to deal with different power levels?

7 thoughts on “In many PbtA games, gangs inflict +1 harm and get +1 armour for each step of size difference between them and their…”

  1. I have demons in my Fallen Empires game count as various gang sizes. i.e. Greater Demons count as large gangs, but normal demons fight as a small gang.

    In play, it’s a little nasty. Three of my players now have warbands.

  2. It works, but I’m actually kind of wishing I didn’t introduce hardier baddies into Fallen Empires, but that’s sort of unrelated.

    We started off with a sort of “kicker” thing, and one of the player introduced demons. I probably should have gone with demons that jump body to body with like custom moves. Simply making them harder to kill made them a bit flat.

  3. I have designed some solo monsters for Malleus that work as that game’s version of gangs. I haven’t got to try one out yet; however, I’m sure I stole the idea for something else, so it has definitely been done. I just can’t remember where I saw it (aside from the Gunlugger).

  4. If it’s an individual ala NTBFW, give it solid fiction to back it up. The gunlugger isn’t just a badass, they’re an unstoppable, fearsome badass in battle. They make impossible headshots, they spray ammo like wastewater, they don’t get hurt, just mad. It’s never just about the numbers.

    Right now, it’s a way that works. It’s simple, you can understand the interactions easily (a griffon is a fierce beast that will require 10-15 men to bring down, or be a savage fight for a lone hero). Outside of that, look at what else there is: add more ticks to the Harm clock, add armour, add harm, add tags, write up special moves.

  5. If I recall correctly, the PbtA version of Iron Edda had some interesting rules for handling different scale characters. (BTW the reviews on DriveThruRPG for the game are terribly low in my opinion. I liked the game.)

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