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General Tabletop Discussion
*Pathfinder & Starfinder
Per-Encounter/Per-Day Design and Gameplay Restrictions
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<blockquote data-quote="SavageRobby" data-source="post: 3820321" data-attributes="member: 51573"><p>I started on the per-day side of this debate, but the more I think about it and think about how my favorite system (Savage Worlds) deals with it, the less I like (conceptually, at least) a strict per-day paradigm. I <em>like</em> the strategic implications of limited resources over a given period of time - currently being discussed as days - and I definitely <em>don't like</em> what I perceive will be the lessening of that strategy (in favor of more tactical considerations) with more per-encounter resources. </p><p></p><p></p><p>The best of both worlds, I think, is the Savage Worlds model (and used by many other systems as well) - a recharging power point model. It contains both strategic implications ("if I blow a lot of power points now, it will take time for me to recharge them, and we might be vulnerable") as well as tactical ones ("should I lock the door, levitate the bad guy or fireball the mooks?") Power points recharge on a limited basis (1 per hour, with starting characters having 10 PP - and I increase PP recharged while resting or sleeping).</p><p></p><p>The system has another interesting strategic aspect - typically you can only heal damage taken (SW uses a limited # of wounds, not HP) within the "golden hour" - an hour after the damage was taken. So you can't necessarily wait until your healer has fully recharged to get fully healed and go out again, because its very possible by the time your healer has recharged their PP, you're past the Golden Hour.</p><p></p><p></p><p></p><p>I'd very much like to see something that combines the strategic and tactical aspects of resource management in the new version. I'd really like to see a unified "power" mechanic (or ki, mana, nerve, bank, whatever - which I've heard a little talk of, but haven't read much about) that each character has that powers all of their spells and special abilities. So rather than having a big sheet that you have to tick off each per/day or per/encounter or per/blue moon or per/since I last flossed my cat ability, each character has one main central resource to track, and all of their non-at will powers use. And that central resource should recharge at a steady rate during the day, possibly charging more while sleeping or resting, or when taking certain actions (sacrifices, prayers, whatever) - and possibly even have a "rest after encounter" mechanic that automatically sets you back to a certain % of your power points if you are below that level at the conclusion of any encounter.</p></blockquote><p></p>
[QUOTE="SavageRobby, post: 3820321, member: 51573"] I started on the per-day side of this debate, but the more I think about it and think about how my favorite system (Savage Worlds) deals with it, the less I like (conceptually, at least) a strict per-day paradigm. I [i]like[/i] the strategic implications of limited resources over a given period of time - currently being discussed as days - and I definitely [i]don't like[/i] what I perceive will be the lessening of that strategy (in favor of more tactical considerations) with more per-encounter resources. The best of both worlds, I think, is the Savage Worlds model (and used by many other systems as well) - a recharging power point model. It contains both strategic implications ("if I blow a lot of power points now, it will take time for me to recharge them, and we might be vulnerable") as well as tactical ones ("should I lock the door, levitate the bad guy or fireball the mooks?") Power points recharge on a limited basis (1 per hour, with starting characters having 10 PP - and I increase PP recharged while resting or sleeping). The system has another interesting strategic aspect - typically you can only heal damage taken (SW uses a limited # of wounds, not HP) within the "golden hour" - an hour after the damage was taken. So you can't necessarily wait until your healer has fully recharged to get fully healed and go out again, because its very possible by the time your healer has recharged their PP, you're past the Golden Hour. I'd very much like to see something that combines the strategic and tactical aspects of resource management in the new version. I'd really like to see a unified "power" mechanic (or ki, mana, nerve, bank, whatever - which I've heard a little talk of, but haven't read much about) that each character has that powers all of their spells and special abilities. So rather than having a big sheet that you have to tick off each per/day or per/encounter or per/blue moon or per/since I last flossed my cat ability, each character has one main central resource to track, and all of their non-at will powers use. And that central resource should recharge at a steady rate during the day, possibly charging more while sleeping or resting, or when taking certain actions (sacrifices, prayers, whatever) - and possibly even have a "rest after encounter" mechanic that automatically sets you back to a certain % of your power points if you are below that level at the conclusion of any encounter. [/QUOTE]
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