| Kayn |
Hello all,
I was noticing another thread ([Think-Tank]Beta Classes) and got to thinking about rage points, ki points, and points like that in general. I was going to post there, but since this idea is only about points, I thought it best to start a new thread.
Ok, so first of all, I think point based abilities are great in that they allow a great deal of flexibility for a character and help to differentiate members of the same class. However, as many have pointed out, the problem comes in with "alpha attacks" and "shooting the moon" and all of the other phrases that means the character is likely to spend all his points in the first fight of the day, leaving him dead weight until he can rest. Well, there really is a simple solution to this. The simple solution is don't require a rest to recharge the points. Require something else.
For instance, barbarians use rage. Why do they get so angry by getting a good night's sleep? Wouldn't it make more sense if they could gain rage points by enduring things that make them angry? Failing rolls, or being taunted, or taking damage, or something that makes them angry. Then they wouldn't have to worry about spending all their rage points in one fight and being too darn chipper for the rest of the day.
Another example might be ki points. Now here resting does make sense as the monk meditating is a perfect image. However, even here there are some alternatives (or additions) that could be used. Going through ritual cleansing, or performing a specific kata, or a drunken master gaining ki by downing booze (hrm...interesting feat idea). Yes, all of these things could happen during downtime, but they could also, potentially, happen at many other times.
I think having alternate means to restore used points helps to avoid the 15 minute adventuring day as well as further distinguishing point-power based characters from spell-casters.
Just an idea for you all to chew on.
Kayn
| erian_7 |
The Iron Heroes rules did just this--providing specific "recharge" methods for each class such as taking hits for the armiger, spending time to aim for the archer, etc. It does provide a lot more customization and flavor. But it also increases bookkeeping needs and multiples the types of mechanics players must learn. I liked the Iron Heroes suff, but many folks didn't due to these two negatives (at least from most of the comments I read).
In my current Savage Tides game I am trying a variant of a variant that has similar goals--utilizing a point system but also avoiding the need to shut down for the day one the pool is depleted. My solution is specifically for spell points--I use the Unearthed Arcana variant, but half the total points for a character. The character regains a set amount of points over a specific time frame of not casting any spells. So, I get the flexibility of a point system, with limitations to keep any single encounter from getting too silly, without the 15-minute adventuring day. We're still in play-test to see how it works, but if successful I'd likely do the same thing with other point-based mechanics.
Bagpuss
|
I've always felt that the solution to the 15-minute day problem (where it is a problem) pretty much comes from the adventure itself, so that too-frequent resting should impair the ability of the group to achieve the mission. It doesn't seem unusual to me, from the point of view of world logic, that that would be the case. Take out spells giving sustenance (or make them higher-level) and it's even easier, but even as the game currently is, most things worth doing would have a timescale on which they had to be done, and opponents would also take use of party breaks to adapt and react as well.
kessukoofah
|
The Iron Heroes rules did just this--providing specific "recharge" methods for each class such as taking hits for the armiger, spending time to aim for the archer, etc. It does provide a lot more customization and flavor. But it also increases bookkeeping needs and multiples the types of mechanics players must learn. I liked the Iron Heroes suff, but many folks didn't due to these two negatives (at least from most of the comments I read).
In my current Savage Tides game I am trying a variant of a variant that has similar goals--utilizing a point system but also avoiding the need to shut down for the day one the pool is depleted. My solution is specifically for spell points--I use the Unearthed Arcana variant, but half the total points for a character. The character regains a set amount of points over a specific time frame of not casting any spells. So, I get the flexibility of a point system, with limitations to keep any single encounter from getting too silly, without the 15-minute adventuring day. We're still in play-test to see how it works, but if successful I'd likely do the same thing with other point-based mechanics.
The barbarian was particularly fun in that game. it seemd you couldn't help but get points. stand there and do nothing = points, getting hit = points, allies getting hit = points, allies dieing = points. i think there was even one where hitting something = points. talk about bookkeeping. and the abilities all costed differant amounts and had differant durations and gah!