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View Full Version : Explain Long Term End to me?



SSgt Baloo
Dec 4th, '07, 09:13 AM
I've always ignored the Long Term End (LTE) rules. I just haven't been able to wrap my head more than partway around the concept before I run off into the ditch of confusion. I consider myself relatively smart, but must admit I've been fighting (and getting treatment for) anxiety and depression for years. Though I am much improved, I am discovering that the aforementioned disabilities (or possibly the meds they're giving me) have impaired my ability to figure some things out without the aid of copious examples, pictures, diagrams, etc.

Would some kind and patient person(s) explain how the LTE rules are implemented and intelligently answer stupid questions about them?

Thanks in advance.

Sean Waters
Dec 4th, '07, 09:39 AM
LTE = Long Term Endurance = Too Much Paperwork.

If you use 2x your REC in END in a turn, one of the END is Long Term, 3x and 2 of the END are Long Term.

LTE is tracked seperately and recovers much more slowly than normal END: REC/5 hours not per turn.

Lower END expenditure can also cause LTE loss but only if you are continuously exerting yourself for several turns: 1x REC in END per turn for a full minute gets you 1 LTE, and 1/2 REC or more per turn for 5 full minutes gets you 1 too. Personally, if you use it at all, I would generally not bother with anything less than 2x REC/turn.

A much more down and dirty way of doing it is that for each 5 full points of END used in a single turn, 1 will be LTE. Personally I have LTE recover a lot quicker too: maybe REC/5 minutes, or even quicker depending on the situation.

You might also rule that whenever you burn STUN for END, each 1 point of END generated is noted as 1 point of LTE, for recovery purposes.

Maccabe
Dec 4th, '07, 10:45 AM
I personally only use Long Term Endurance for non-combat travel like Flying cross country, an army marching towards a target miles away. It's pretty simple that way.
What specific questions do you have?:)

SSgt Baloo
Dec 4th, '07, 12:44 PM
What specific questions do you have?:)

I'lllet you know as soon as I understand enough to ask them.

Right now I'd just like some f'rinstances illustrating how it's used.

Thanx!

PhilFleischmann
Dec 4th, '07, 04:19 PM
Joe Genero has 4 REC and 20 END and 2 SPD. He finds himself in a situation that requires he spend a significant amount of energy.

In his first two phases, he spends 2 END each, for a total of 4 END. This is equal to his REC, so if he keeps up this pace for a full minute (four more turns), he'll lose 1 LTE. But since it hasn't been a minute yet, we'll assume he hasn't lost any LTE yet, so he gets back his full 4 END during the post-12 recovery.

During the next turn, Joe uses a total of 10 END. This is more than two times his REC (but less than three times), so he loses 1 LTE. In effect, his maximum END is reduced to 19. In post-12, he recovers back up to 14 (20-10+4).

The next turn, Joe uses 13 END (he's starting to get worried now). This is more than three times his REC, so he loses another 2 LTE. His effective max END is now down to 17. He gains back 4 END on post-12, so he's now at 5 END (14-13+4).

In the next turn, whatever is bothering Joe gets distracted and leaves Joe alone, so he takes Recoveries during both of his phases, and he also gets his post-12 as usual. At the end of this turn, Joe has 17 END (5+4+4+4), which is his current maximum. Joe has spent no END this turn, so he doesn't lose any LTE.

Then Joe starts spending END again. He's panicking now, so he uses all 17 of his remaining END. This is more than four times his REC, so he loses 4 LTE. Before the post-12, he's at 0 END and 13 max END. After the post-12, he's at 4 END and 13 max.

Joe's huge expenditure of END last turn has paid off, and he is now out of danger (at least for now). He is rather tired, though. He sits and recovers for his two phases in the next turn. Before the post-12, he's back up to 12 END (4+4+4). After the Post-12 recovery, he's at 13 END, since that's his current effective maximum END. He has lost 7 Long-Term END. He cannot recover those last 7 END for a while because his body has been under such stress. If he spends the next five hours resting, he'll get to "take a recovery" on his LTE, and gain back 4 of those "missing" 7 END. And another five hours of rest will get back the rest (up to 4, which is his REC, but he'll only be down 3, so that's all he gets back). If he doesn't rest, he'll gain back 4 LTE per *day* rather than per five hours. In the meantime, no amount of recovery will get him over 13 END.

Lord Mhoram
Dec 4th, '07, 04:41 PM
LTE is tracked seperately and recovers much more slowly than normal END: REC/5 hours not per turn.

And unlike normal recoveries that happen automatically, LTE only recovers after 5 hours of rest, it doesn't just recover at the end (heh heh) of 5 hours.




You might also rule that whenever you burn STUN for END, each 1 point of END generated is noted as 1 point of LTE, for recovery purposes.

I like this one. Consider it stolen.

I use LTE in my FH games - I have that as a side effect on certain taxing spells. It works well that way. :)

SSgt Baloo
Dec 5th, '07, 11:02 AM
In effect, his maximum END is reduced to 19.

...He has lost 7 Long-Term END. He cannot recover those last 7 END for a while because his body has been under such stress. If he spends the next five hours resting, he'll get to "take a recovery" on his LTE, and gain back 4 of those "missing" 7 END. And another five hours of rest will get back the rest (up to 4, which is his REC, but he'll only be down 3, so that's all he gets back). If he doesn't rest, he'll gain back 4 LTE per *day* rather than per five hours. In the meantime, no amount of recovery will get him over 13 END.

:idjit::think::doi::think::eek::cool:


Thank you! I have finally managed to understand LTE.

http://www.herogames.com/forums/images/icons/icon28.gif

Thanks, large!

SCUBA Hero
Dec 5th, '07, 12:08 PM
I've considered using some similar mechanic for Long Term Stun loss, to represent the stingers and owies you have that hang around for some hours after a fight but don't actually get into the broken bones stuff...

archermoo
Dec 5th, '07, 12:24 PM
I've considered using some similar mechanic for Long Term Stun loss, to represent the stingers and owies you have that hang around for some hours after a fight but don't actually get into the broken bones stuff...

STUN Drains with increased recovery time. ;)

PhilFleischmann
Dec 5th, '07, 01:35 PM
I've considered using some similar mechanic for Long Term Stun loss, to represent the stingers and owies you have that hang around for some hours after a fight but don't actually get into the broken bones stuff...
I and others, have proposed doing that, and calling it "Long Term STUN," which would work the same way as LTE.

And for the *really* ambitious/pedantic/masochistic, I also came up with "Very Long Term END," which is based on how much LTE you use per 5 hours, and you recover your VLTE per season of rest, or per year of not-rest. This actually reflects real-world human function, seen in marathon runners. If you run a marathon, you've taxed your body so much, that it will be difficult for you to run another even a month later. Admittedly, even though I came up with this concept, it has yet to be needed in any game I've ever run.

SCUBA Hero
Dec 5th, '07, 06:03 PM
Phil,

Ah, I missed those threads!