Mr. R Posted May 31, 2014 Report Share Posted May 31, 2014 So as a thought experiment, I thought of possible house rules to any possible Champions game. One I am considering is dropping End as a stat. So has anyone tried this? Any unforseen problems? How does this affect Charges? Did you find it streamlined things? What about pushing powers? And anything else you can think of! Quote Link to comment Share on other sites More sharing options...
Philip Nicholls Posted May 31, 2014 Report Share Posted May 31, 2014 dropped Endurance years ago, (we couldn't be bothered with the maths), and it hasn't had any negative impact on our games. In regard to pushing it now costs stun to do. charges are unchanged- the limitation is in uses Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted May 31, 2014 Report Share Posted May 31, 2014 The main issue is Pushing. Per RAW*, powers that do not cost END cannot be Pushed. Making Push burn STUN is certainly a workable house rule though. The other issue is that it will make otherwise heavy END-use characters more effective as a result. It's hard to explain without an example though. Please take a look at this version of Superman designed with END usage in mind. Note that none of his abilities have the Increased Endurance Limitation. Regardless, under RAW he can easily start burning STUN for END in under 2 Turns without Pushing just by choosing VPP slots without Reduced END or changing VPP slots every Phase (and he's only built with a Speed of 4). Remove END from the game and he becomes a LOT more powerful. *Rules As Written Quote Link to comment Share on other sites More sharing options...
Diamond Spear Posted May 31, 2014 Report Share Posted May 31, 2014 Our games have used pretty much the same house rules as the first response and they run just fine. Quote Link to comment Share on other sites More sharing options...
Tasha Posted June 2, 2014 Report Share Posted June 2, 2014 Yep, you remove one big reason to buy Recovery up beyond base and no one will buy any extra endurance. In Champions the powers cost a decent amount of end. Most supers tend to burn around 10-15 endurance per Phase (1 attack + Defenses that cost end + Movement). PC's will buy their Def down to Zero End or Spend End to Activate to help mitigate that somewhat. But a 5 speed Energy Projector will still burn 50 - 75 End per turn. and usually get 10 - 15 back every Post Seg 12 Recovery. So after the first turn of play most supers tend to start to tire out. That's when play gets interesting. They then have to weigh whether to take that full phase Recovery or to start to burn stun. Add to that some Pushing and we get some real dramatic tension out of a simple game mechanic.One of the important IMHO minigames is managing that Endurance.Now for Villains and who the GM runs, I never keep track of their End. Quote Link to comment Share on other sites More sharing options...
Balabanto Posted June 2, 2014 Report Share Posted June 2, 2014 Most of my players tend to flywheel their characters somewhat. Most can fight for around 2 turns, a few can go 3 or 4. I'm fine with this. It just means that I have to use a few END drains now and again. Quote Link to comment Share on other sites More sharing options...
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