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Let's Talk About Character Resources To Power Abilities
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<blockquote data-quote="Tigris" data-source="post: 9878166" data-attributes="member: 7043270"><p>Sorry for the many quotes and being a bit late, but I think there are so many interesting discussion points in this thread.</p><p></p><p></p><p>Well this is one of the phew ways how you can make different ressource systems balanced among one another. Also the idea is in 13th age that you do make it sense in the narrative. When an arc is over, you have time to actually relax and rest. </p><p></p><p>It puts a bit more work on the table for GM (and players) to make it work in the narrative, but for me its still better than having martial classes be overshadowed by casters because of 1 adventure days.</p><p></p><p></p><p>I do like the idea of Cyphers, I think just one small thing I would change (with this mechanic, but also seen in other systems) is that you have some "overflow protection". Like if you get a 4th cypher, you can hold it for a limited time (until the next encounter), so this allows to make sure never cyphers are completely wasted, even if players are quite conservative in using them. </p><p></p><p>I think having active items you really want to use does make looting a lot more interesting than finding gold...</p><p></p><p>I like this mechanic also a lot with the Elementalist Sorcerer in 4E, the most simple caster there. You just have at wills, but you can sometimes power them up. I guess your version is more complex, but even in a really simple form I think its cool, and it definitly has a lot of potential. (Ok the psionic power points in 4E also do a similar thing, but that version created too much repetition).</p><p></p><p>I love the blue mage mechanic, and with cypher and being limited its a really cool natural way to get one use powers! Cypher often has the problem of not so well fitting with other narratives but this is great!</p><p></p><p>Well a session being over does not necessarily mean that it gives a rest, and as others said its kind of typical real life "on time" optimization problem. Of course its not for everyone.</p><p></p><p>Well you can make this work a bit different when using 13th age rules where you know exactly that after 4 encounters there is a rest. And you can have this in the narrative as the characters know their limits and will find a spot to rest up full after 4 encounters (but dont want to waste time before). This makes it more calculateable.</p><p></p><p></p><p>If you take them out you also take out that special feeling that things are rare and unique. And you lose a mechanic which helps making sure highlights are well distributed between different players.</p><p></p><p>Like if every player has 1 really strong one off ability (like in Beacon), then you have a really good chance that each character in an arc gets 1 really cool highlight.</p><p></p><p>Also its not pure roleplaying, its a roleplaying game, so having good game mechanics help to make the game better. </p><p></p><p></p><p>Gloomhaven (the RPG inspired boardgame) has characters being just cards. The Gloomhaven RPG also wanted to do that, but it failed and introduced 6 stats, but still the character sheet is just 6 stats + HP, so can be small. And all the things you can do is on cards.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9878166, member: 7043270"] Sorry for the many quotes and being a bit late, but I think there are so many interesting discussion points in this thread. Well this is one of the phew ways how you can make different ressource systems balanced among one another. Also the idea is in 13th age that you do make it sense in the narrative. When an arc is over, you have time to actually relax and rest. It puts a bit more work on the table for GM (and players) to make it work in the narrative, but for me its still better than having martial classes be overshadowed by casters because of 1 adventure days. I do like the idea of Cyphers, I think just one small thing I would change (with this mechanic, but also seen in other systems) is that you have some "overflow protection". Like if you get a 4th cypher, you can hold it for a limited time (until the next encounter), so this allows to make sure never cyphers are completely wasted, even if players are quite conservative in using them. I think having active items you really want to use does make looting a lot more interesting than finding gold... I like this mechanic also a lot with the Elementalist Sorcerer in 4E, the most simple caster there. You just have at wills, but you can sometimes power them up. I guess your version is more complex, but even in a really simple form I think its cool, and it definitly has a lot of potential. (Ok the psionic power points in 4E also do a similar thing, but that version created too much repetition). I love the blue mage mechanic, and with cypher and being limited its a really cool natural way to get one use powers! Cypher often has the problem of not so well fitting with other narratives but this is great! Well a session being over does not necessarily mean that it gives a rest, and as others said its kind of typical real life "on time" optimization problem. Of course its not for everyone. Well you can make this work a bit different when using 13th age rules where you know exactly that after 4 encounters there is a rest. And you can have this in the narrative as the characters know their limits and will find a spot to rest up full after 4 encounters (but dont want to waste time before). This makes it more calculateable. If you take them out you also take out that special feeling that things are rare and unique. And you lose a mechanic which helps making sure highlights are well distributed between different players. Like if every player has 1 really strong one off ability (like in Beacon), then you have a really good chance that each character in an arc gets 1 really cool highlight. Also its not pure roleplaying, its a roleplaying game, so having good game mechanics help to make the game better. Gloomhaven (the RPG inspired boardgame) has characters being just cards. The Gloomhaven RPG also wanted to do that, but it failed and introduced 6 stats, but still the character sheet is just 6 stats + HP, so can be small. And all the things you can do is on cards. [/QUOTE]
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