This might go in several different categories above. It deals with Characteristics, Combat, Advantages, Limitations, and maybe some other stuff as well.
This is a radical game design change. It is certainly half-baked at this time. I’m wondering if it is interesting enough to keep in the oven… In part because this is new and different, I’m afraid this post is rather long and might be difficult to follow. I hope a few people will think it worth the read, will consider it seriously, and let me know why it’s a terrible idea.
The concept: Remove Speed and Endurance and replace them with the new Actions Characteristic. Actions represent how much an individual can accomplish in one Turn. Actions cost (guess here) 5 points each.
Major Game Changes:
- Powers no longer cost END. Instead, they have an Actions Cost (AC) based on their Active Points – perhaps figured the same way END cost is figured now.
- The Speed Chart disappears.
- Post Segment 12 Recoveries are renamed Post Turn Recoveries.
- REC is only used to replenish lost Stun.
- Advantages and Limitations used to adjust END or time (the Extra Time Lim) are modified to adjust a Power’s AC.
- Many Maneuvers will need to be assigned an AC.
- Recovering from being Stunned requires some number of Actions. This might be a flat number (say, 3) or dependent on circumstances (say, 1 per Stun taken beyond CON).
How Actions would work in game play:
- The GM announces that it is Action Time!
- Each Player takes a number of poker chips (this could be done with pencil and paper, but poker chips are more fun) equal to their Actions Characteristic.
- The GM announces that it is now Round 1. (or Segment 1, or Phase 1, or whatever)
- In DEX order, Players and NPCs decide to either a) begin an action, or b) do nothing
- Actions with an AC of 1 are resolved immediately.
- Actions with an AC of more than 1 are started, but not completed. The Player stacks poker chips up until he has reached the required AC. At that moment the action is resolved. Such actions, once started, can normally be abandoned (along with any poker chips invested) at any time.
- The GM announces that it is now Round 2 and Players decide to a) begin a new action, b) continue an action started in a previous round, or c) do nothing
- Play continues through as many Rounds are necessary for Players to spend all of their poker chips. After all poker chips are spent, the GM announces that one Turn is over. All characters take a Post Turn Recovery and poker chips are replenished.
Advantages to having Actions replace Speed, Endurance, and the Speed Chart:
Disadvantages:
- Action is more free-flowing.
- Movement is far less herky-jerky.
- Players are not limited to 1/2 and Full Phase actions.
- Characters are free to move after they attack.
- Characters who don’t spend actions moving can attack more.
- Characters who don’t spend actions attacking can move more.
- It’s new and untested.
- It might be difficult to convert old characters to the new system.




) I think this is an exciting opportunity to make suggestions and I hope you don't mind my enthusiasm.


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