OGL games with a "per encounter" framework

In the RPGA, easy access to Pearls of Power basically turned all low level spells into encounter powers. Actually, that campaign's use of wands or cure light or lesser vigor, healing belts and pearl 1s for healing also made each person responsible for their own out of combat healing, similar to how healing surges are used out of combat in 4e.
 

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In GRs psychic handbook (reprinted in...advanced players guide?...), using powers did non-lethal damage, which heals at an hourly (I think) rate. So that did have some "recharge", and could be per encounter if you really spaced your encounters.

Also, didn't UA have recharge magic?
 

Nifft said:
Vampire had plenty of "per-scene" abilities. I suspect other White Wolf games would, too, but I can't confirm this.

For clarification, these were the durations (lasts until the end of the scene), rather than use limitations (can't use more than once per scene).
 

As mentioned above, there is precedent for "per day" abilities. There are also, "X times per day" abilities. All you'd have to do is figure out how many encounters you could expect in a day, and give the character more uses than that (double?).

Edit: And of course, you'd have to limit uses to once per encounter, like barbarian's rage. D'oh!
 
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