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Weapons, END and STR.


Christougher
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(Writing this from memory / without the aid of books.)

 

Most Fantasy Hero weapon writeups are built with Costs 0 END(+1/2).  Adding STR to the weapon damage should normally be prorated for the cost of the Advantage.  But they don't; +5 STR over the STR Min is +1 DC.

 

END Cost for Strength in Fantasy Hero is 1 END per 5 Active Points, instead of 1 END per 10 Active points.

 

If the weapon's Advantage, and the doubled END cost, were dropped, how well would this work out?  

 

 

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I don't think it's actually doubled END. There are two END costs in play, one for the power and (optionally) one for the extra strength.

 

So if you have a 2D6 HKA weapon, that is 20 active and it's going to cost you 2 END just activate the power at STR zero. Even at zero strength you can do 2D6 killing for two endurance.

 

The +1 DC for 5 STR is not based on the active cost, it's built into the HKA. So STR 15 character could then apply up to 15 points of strength and bump it up to 3d6, for an additional 3 END (for the strength). It is still a 2D6 power, and the 5 END cost is coming from two different things, AP and STR.

 

That is how it would look if you dropped both the 0 END and the STR min: The same as any other HKA.

 

The 0 END neutralizes the base cost for acting activating the power. So now the character can use the weapon for free at zero strength, and use 15 STR for +1D6 at a total cost of 3 END.

 

The strength minimum effectively applies a limit to how much strength you're allowed to use. So a STR min 10 means you can activate the HKA for zero END, but you must effectively reduce your strength by 10 for the purposes of how much strength can be applied to the HKA. In the example above it means you can bump your 2D6 attack only up to 2D6+1, for +1 END. It's more of a limit on how much you can push then on how much END it costs.

 

But answering your question, it would just be like a normal "power" HKA. The +1 END for +1 DC would not change because that's based on the cost of strength, and built into the HKA itself.

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Actually according to the Fantasy Hero book weapons with advantages do need to account for the advantage when adding STR.  Look at the table in the Fantasy Hero book and it references 6E2 99-102. This section gives rules for adding damage to attacks with advantages including weapons with STR Min.

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I understand why people don't track END but I think its a serious mistake and takes a lot out of the game that makes it interesting. Rolling to hit and missing annoys players too but I'm not gonna have them automatically hit every time.  Being defeated annoys players, but I'm not going to have them never lose or have the possibility of loss.

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An easy way to track END is to figure out how much END over your Recovery you spend per turn.  Then divide your END by that number.  That gives you how many turns you can fight.  As long as you are not pushing or doing something else that burns END don’t sweat the END until you get close that number.   If you get close to that number then figure out how much END you have and start tracking from that point.   

 

Most of the time it will save a lot of time, but once in a while it may slow things down when you need to do some calculations before beginning to track END.  Since pushing uses up so much END you can figure out how many turns pushing costs and subtract that from the number of turns you start tracking.  
 

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I can't keep the details of the rules from different editions straight, but, at some point, wasn't Reduced END was a power modifier, rather than an advantage?

 

In any case, if you're paying the END on the STR you're adding to a R.END attack, why would it be pro-rated to account for an advantage it's not getting?

 

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