Dead Boy
Jan 5th, '09, 02:46 AM
From day one, back when I was first learning how to play Champions when I was 14 many, many eons ago, constantly accounting for and tracking expended Endurance points has always been a hassle and annoyance. These days I generally design my characters so from the ground up so it's less of an issue, but that's only me circumventing the issue. Upon reading Steve Long's manifesto if things he was considering changing for the 6th Edition, I was quite pleased to see that I wasn't alone in this. Still, despite my dislike of the characteristic, even I have to admit it does have its place.
So, instead of nixing the Endurance characteristic completely, I was thinking that it might better to just redefine it altogether.
Here's what I'm thinking. Instead of having powers use 1 pt. of End for every 5 pts. of active points in it, why not just have the use of a power for one action phase cost just 1 point of endurance? So if you use a power like an energy blast, that will cost you 1 pt. of End; if you use your flight power (half move or full), that's another point; if you have a force field active during that time, there's 1 more point of endurance for that phase; if you make a half-move, use an energy blast while your FF is active, those three powers will cost you three points of endurance for that phase. Basically, the idea is reduce it to simplicity in itself so it doesn't needlessly bog the game down more than it should.
As to the application of Reduced Endurance power advantages, I suggest using the time chart to shift the expenditure of each point from a phase to a turn (+1/4), to a minute (+1/2), to an hour (+3/4), and then jump to "indefinite" (+1), and ultimately "persistant" (+1-1/2) . So for example if a power has the +1/4 Reduced Endurance - Phase power advantage, if the power is continuous in nature, it only costs 1 pt. of endurance to use for the span of an entire Turn (12 segments). Should that power function as an action (like a general attack power) then the up-front expenditure of 1 pt. of endurance enables the character freely use that power for an entire Turn. Similarly, if a character has two attack powers, both with the +1/4 endurance advantage, then the character is free to use both powers interchangeably during that turn for the same 1 pt. of endurance.
Now since this redefinition of the Endurance characteristic would greatly change how useful each point is, consequently the cost for each point would have to go up from its present x1/2 cost multiple. I'm thinking x2 myself, mainly because though many attacks generally cost 4-6 endurance by the existing rules, not all expenditure of endurance always cost that much, such as movement which generally runs 2-3 pts. (again, under the existing rules). As for the redefined Endurance's base, if the decision is made to keep figured characteristics, I would be kind and make it equal to the character's Constitution. If figured characteristics are killed (I'm neutral on that issue, myself) then I'd suggest making the new starting base 10 points.
As for dealing with what to do when characters run out of Endurance, that's easy. For every 1 point expended beyond zero, they eat 1D6 straight to their Stun. And as for "pushing" attacks, I might consider giving the player the option of either spending +1 End pt. or accepting 1D6 directly to the Stun for every 10 active points added to the power (regardless of any existing Reduced Endurance power advantages).
Just a thought I felt the need to get out there. :)
So, instead of nixing the Endurance characteristic completely, I was thinking that it might better to just redefine it altogether.
Here's what I'm thinking. Instead of having powers use 1 pt. of End for every 5 pts. of active points in it, why not just have the use of a power for one action phase cost just 1 point of endurance? So if you use a power like an energy blast, that will cost you 1 pt. of End; if you use your flight power (half move or full), that's another point; if you have a force field active during that time, there's 1 more point of endurance for that phase; if you make a half-move, use an energy blast while your FF is active, those three powers will cost you three points of endurance for that phase. Basically, the idea is reduce it to simplicity in itself so it doesn't needlessly bog the game down more than it should.
As to the application of Reduced Endurance power advantages, I suggest using the time chart to shift the expenditure of each point from a phase to a turn (+1/4), to a minute (+1/2), to an hour (+3/4), and then jump to "indefinite" (+1), and ultimately "persistant" (+1-1/2) . So for example if a power has the +1/4 Reduced Endurance - Phase power advantage, if the power is continuous in nature, it only costs 1 pt. of endurance to use for the span of an entire Turn (12 segments). Should that power function as an action (like a general attack power) then the up-front expenditure of 1 pt. of endurance enables the character freely use that power for an entire Turn. Similarly, if a character has two attack powers, both with the +1/4 endurance advantage, then the character is free to use both powers interchangeably during that turn for the same 1 pt. of endurance.
Now since this redefinition of the Endurance characteristic would greatly change how useful each point is, consequently the cost for each point would have to go up from its present x1/2 cost multiple. I'm thinking x2 myself, mainly because though many attacks generally cost 4-6 endurance by the existing rules, not all expenditure of endurance always cost that much, such as movement which generally runs 2-3 pts. (again, under the existing rules). As for the redefined Endurance's base, if the decision is made to keep figured characteristics, I would be kind and make it equal to the character's Constitution. If figured characteristics are killed (I'm neutral on that issue, myself) then I'd suggest making the new starting base 10 points.
As for dealing with what to do when characters run out of Endurance, that's easy. For every 1 point expended beyond zero, they eat 1D6 straight to their Stun. And as for "pushing" attacks, I might consider giving the player the option of either spending +1 End pt. or accepting 1D6 directly to the Stun for every 10 active points added to the power (regardless of any existing Reduced Endurance power advantages).
Just a thought I felt the need to get out there. :)