Combat Resources [R2L]

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Gwynplaine:
Hi there

Couple of ideas come to me looking at this system;

Do you need to have entirely different pools for Action/ Will, and Armour/ Shield? 

Perhaps if there was just a pool of ‘returnable each round’ and ‘none-returnable’ points.  Then if you wanted to differentiate them, have some kind of passive skill/ power/ talent that provided a relevant bonus & penalty.  Perhaps for Shield:- using a shield reduces all ‘armour’ damage by X points but increases ‘action’ costs by Y points, or for a ‘magic user’ :- spell actions are reduced by X but non-spell attacks increased by X.

Secondly, and this can be a bit awkward depending upon what you have planned, but if mainly it will be PC’s fighting NPC’s, perhaps have the NPC mechanics streamlined somehow.  Cheat them a bit, so that instead of having to worry about each NPC’s exact points each turn, they could either share a pool or not ‘really’ have points and just have like 2 actions a turn and 1 special, then 1st time they take a hit above a certain threshold (rather than summing their total damage taken) they lose an action, and so on.  The main purpose of this is to help the GM not have to track so much (in my experience the less ‘summation’ work the GM has to deal with, the more they can focus on making fun/ descriptive encounters).

Of course this whole second idea doesn’t work if you are primarily planning on PC vs. PC encounters, but in which case it would be the players keeping track of details for their characters so again the GM’s work is less.

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