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General Tabletop Discussion
*Pathfinder & Starfinder
Idea on keeping Vancian casters from novaing
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<blockquote data-quote="keterys" data-source="post: 5968343" data-attributes="member: 43019"><p>I think I haven't played enough games where ammo was a real thing (as opposed to the 'Make sure you grab lots and lots and we're good' style). Or where you had a couple rocket launcher type things, but could replace them trivially, and not as part of a mission. </p><p></p><p>For example, I don't think I've played a Spec Ops game that wasn't almost defined entirely by mission. You figure out your mission, you spec your gear out, you go in. You don't hop out mid-mission for another grenade.</p><p></p><p>Even then, _consumables_ are usually a different beast from renewable time based resources. Like if folks are burning potions and charges from a wand, that's quite a different thing than just resting after every combat.</p><p></p><p>I've never played a Supers game that let you rearrange your abilities by spending notable amounts of time, though I have played flexible power pool ones. </p><p></p><p>I have played games where people spent time to secure resources in terms of allies, arranging tactical advantage, etc. But not at all in the 15-minute day style.</p><p></p><p>And some of that may be system choice, again. For example, in HERO you set your abilities with points. Heading off with time doesn't really buy you much. In FATE penalties largely go away in thematic time, and you spend the same resource to generate an advantage during a combat as you do ahead of time. </p><p></p><p>Palladium? Well, yeah, people cared about gear. And their powers. And it's clearly influenced by early D&D, too. Rolemaster? Yep. Earthdawn? Less so, which is interesting. Shadowrun? Same mission thing as mentioned before, but less so as well. GURPs? Not so much. Replace a destroyed armor or need to get healed cause of a bad fight I've seen, but nothing like 'Well, I can fire two shots a day, so I go home after the first battle I fire in'</p></blockquote><p></p>
[QUOTE="keterys, post: 5968343, member: 43019"] I think I haven't played enough games where ammo was a real thing (as opposed to the 'Make sure you grab lots and lots and we're good' style). Or where you had a couple rocket launcher type things, but could replace them trivially, and not as part of a mission. For example, I don't think I've played a Spec Ops game that wasn't almost defined entirely by mission. You figure out your mission, you spec your gear out, you go in. You don't hop out mid-mission for another grenade. Even then, _consumables_ are usually a different beast from renewable time based resources. Like if folks are burning potions and charges from a wand, that's quite a different thing than just resting after every combat. I've never played a Supers game that let you rearrange your abilities by spending notable amounts of time, though I have played flexible power pool ones. I have played games where people spent time to secure resources in terms of allies, arranging tactical advantage, etc. But not at all in the 15-minute day style. And some of that may be system choice, again. For example, in HERO you set your abilities with points. Heading off with time doesn't really buy you much. In FATE penalties largely go away in thematic time, and you spend the same resource to generate an advantage during a combat as you do ahead of time. Palladium? Well, yeah, people cared about gear. And their powers. And it's clearly influenced by early D&D, too. Rolemaster? Yep. Earthdawn? Less so, which is interesting. Shadowrun? Same mission thing as mentioned before, but less so as well. GURPs? Not so much. Replace a destroyed armor or need to get healed cause of a bad fight I've seen, but nothing like 'Well, I can fire two shots a day, so I go home after the first battle I fire in' [/QUOTE]
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