Reynard
aka Ian Eller
NOTE: this threads is yet another in my "series" to get me thinking about a specific aspect of TTRPG design, as I try and build a conceptual foundation for my own RPG.
As it pertains to the subject, the resources I am talking about here are things like spell slots, power points, Hope (not as a metacurrency but as fuel for abilities), etc... I am not talking about torches, arrows, or hit points, but things like "stamina" that work like hit points but also power abilities might qualify.
Many TTRPGs have some resource or collection of resources that the player uses to power their characters abilities. This can be as general as END from Hero system, or as specific as the long list of class based "points" in Draw Steel!
How do you fee about the inclusion of these sort of resources in TTRPGs? Are there alternatives that you prefer (time based cooldowns, for example)? Or do you prefer systems that don't include them at all (if you can do it, you can do it -- many modern supers games work this way)? Is there a middle ground or "why not both?" system you prefer?
What RPGs do these kinds of resources well, and which ones do it poorly? What RPGs manage to let PCs have cool powers without forcing players to count beans?
As usual, thank you for your participation and insights.
As it pertains to the subject, the resources I am talking about here are things like spell slots, power points, Hope (not as a metacurrency but as fuel for abilities), etc... I am not talking about torches, arrows, or hit points, but things like "stamina" that work like hit points but also power abilities might qualify.
Many TTRPGs have some resource or collection of resources that the player uses to power their characters abilities. This can be as general as END from Hero system, or as specific as the long list of class based "points" in Draw Steel!
How do you fee about the inclusion of these sort of resources in TTRPGs? Are there alternatives that you prefer (time based cooldowns, for example)? Or do you prefer systems that don't include them at all (if you can do it, you can do it -- many modern supers games work this way)? Is there a middle ground or "why not both?" system you prefer?
What RPGs do these kinds of resources well, and which ones do it poorly? What RPGs manage to let PCs have cool powers without forcing players to count beans?
As usual, thank you for your participation and insights.






