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Showing results for tags 'mechanics'.
In the course of poking around at the system, I found a couple things that my group liked/didn't like. (Explained in more detail here) Since my group contains a lot of game designers and tinkerers, we were always going to hack the system into a more pleasing shape, once we understood it more. Assuming roughly equal quality, a specific solution will outperform a general one; hence the tinkering. Anyway! Some of the things we haven't liked as much are tracking multiple pools, being stunned, and the length of combat (influenced by these, and other things). One of the ideas that we came up with was some consolidation. Specifically, dropping the whole "getting Stunned" bit, and in fact getting rid of STUN altogether and folding its concept into END. Conceptually, the two constructs are really close - Endurance is pretty clear, but what's Stun? Pain tolerance? What is this thing measuring? In game terms, it's an action limiter, and that's cool, but the implementation didn't really work for us. But combining the two, and specifically merging STUN into END, seems pretty attractive for our purposes. It removes one pool to track, recovery actions are still a thing, and consolidates a concept. This'll change some things! What I could use some advice on, is what exactly. Off the top of my head: END reserves will be the same - your giant batteries do not provide you with extra HP. Moving on. Nixing the "stunned" condition will have an interesting effect on CON, if that's its primary contribution. Is CON routinely used for "saving throw" type effects? Because otherwise, the things it might usually model are represented by END, BODY and the like, and it might be a tad redundant. Regardless, that's unlikely to be a huge difference-maker in terms of CP. Characters will have much higher END scores, as you'd basically dump their points from STUN into END. I'm not sure that I want to change the cost on END though. Yes, people will likely have higher scores, but they're also going to go through the resource faster. I want to see it in play before I make up my mind, but I'm open to ideas Anyway. That's about where we are. Feedback is super welcome! Objections to the existence of house rules are less so - if you never change things, that's cool! Glad it works for you! I'm more curious as to what effects people see from this - you introduce something new, and you get bugs. Happens. Anyway, thanks for reading.