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Archived from groups: rec.games.frp.super-heroes (More info?)
Faster Hero (endurance)
To eliminate the slow bookkeeping that END requires:
Replace END as a reservoir with a constant Rec value. Each action, a
character has Rec points of Endurance to spend freely on whatever he wants.
If the character spends more than his Rec value in endurance, he must pay
for the additional End cost from Stun.
Example: Bob the Hero has an 8d6 Energy Blast and a 10 Rec. Bob could use
his EB at full power every turn without ever tiring. He also has a 30
point force field. If he wants to use both powers at maximum (total of
14 End cost) he will have to pay Stun to make up the difference.
Suggestion 1: Remove the Str component from base Rec, as this gives bricks
an unfair advantage, and make the base Rec equal to Con/5.
Option 1:
With a constant supply of End, most heroes will either increase Rec or buy
reduced End until they never have to worry about end costs for the
character (except for pushing). This may be ok for your campaign.
If you want to retain fatigue as a feature, then after each segment 12, all
characters (currently awake) reduce their Rec attribute by 1 point. A
character can take a full action to recover 1 point of lost Rec (which
replaces the action to recover End).
This means that Bob (from the example above) has a full 10 Rec for the
first 12 segments, then it drops to a Rec of 9 for the next 12 segments,
then 8, and so on.
Option 2 (harsh):
As option 1 above, but have the characters' Rec drop every 6 segments.
Option 3 (extra harsh):
Rec decreases by 1 every segment that a character takes an action. This
duplicates the Hero mechanics whereby a faster character spends a lot more
End than a slower one. Don't reduce the character's Rec if they are only
taking a half-move (or less) and characters can still take a full action to
recover 1 point of lost Rec.
This is almost as much bookkeeping as keeping track of End, but it can
result in much faster fights (or much slower, if players are unwilling to
spend the Stun).
JSwing
Faster Hero (endurance)
To eliminate the slow bookkeeping that END requires:
Replace END as a reservoir with a constant Rec value. Each action, a
character has Rec points of Endurance to spend freely on whatever he wants.
If the character spends more than his Rec value in endurance, he must pay
for the additional End cost from Stun.
Example: Bob the Hero has an 8d6 Energy Blast and a 10 Rec. Bob could use
his EB at full power every turn without ever tiring. He also has a 30
point force field. If he wants to use both powers at maximum (total of
14 End cost) he will have to pay Stun to make up the difference.
Suggestion 1: Remove the Str component from base Rec, as this gives bricks
an unfair advantage, and make the base Rec equal to Con/5.
Option 1:
With a constant supply of End, most heroes will either increase Rec or buy
reduced End until they never have to worry about end costs for the
character (except for pushing). This may be ok for your campaign.
If you want to retain fatigue as a feature, then after each segment 12, all
characters (currently awake) reduce their Rec attribute by 1 point. A
character can take a full action to recover 1 point of lost Rec (which
replaces the action to recover End).
This means that Bob (from the example above) has a full 10 Rec for the
first 12 segments, then it drops to a Rec of 9 for the next 12 segments,
then 8, and so on.
Option 2 (harsh):
As option 1 above, but have the characters' Rec drop every 6 segments.
Option 3 (extra harsh):
Rec decreases by 1 every segment that a character takes an action. This
duplicates the Hero mechanics whereby a faster character spends a lot more
End than a slower one. Don't reduce the character's Rec if they are only
taking a half-move (or less) and characters can still take a full action to
recover 1 point of lost Rec.
This is almost as much bookkeeping as keeping track of End, but it can
result in much faster fights (or much slower, if players are unwilling to
spend the Stun).
JSwing