Welcome Guest
[Log In]
[Register]
- Pages:
- 1
- 2
| Ideas for Exalt Resource Mechanics | |
|---|---|
| Tweet Topic Started: Feb 19 2016, 05:05 PM (986 Views) | |
| stellatedHexahedron | Mar 22 2016, 10:24 PM Post #11 |
|
Noneuclidean Polyhedron
|
pedantry, but not really because using the correct terminology improves communication: "damage which ignores armor and resilience" is not technically "damage". It is "wounds" or simply "lost HP" With that out of the way, I, well, I don't think it's very good. 1 wound per round per point over cap is absolutely brutal, and you have no incentive to hold onto those points since not only does it hurt you, spending it can do cool things. Plus, as weredrago said, 20 is very high, and you don't really need more than that. It simply doesn't work, on several levels. However, the base concept IS a good idea, so I tried to reimplement it: You have max resource points equal to your Power Stat, but your resource points can go negative. However, each round your resource points are negative, you take damage (not wounds) to the chest equal to, say, 2 or 3 times the absolute value of your resource points, ignoring armor. Outside of stressful situations (eg, combat, rounds in which you have to make opposed Tests, spend resource points, etc), you lose negative resource points at a rate of 1/round, and regain positive resource points at a rate of 1/hour. I see no reason to prevent the healing of wounds with resource points in this case, cause that's just digging yourself a deeper hole. |
![]() |
|
| weredrago2 | Mar 22 2016, 10:32 PM Post #12 |
|
He Who Posts Too Much
|
Since Evoluders are all about pushing limits, I can kinda see them going over their normal resource cap with the Rays they can grab as a free action. Of course, they'd probably go nuclear unless they burned off that excess power in a timely manner. Though as Evoluders are (mostly) fine as they are now, I don't see a reason to implement this new mechanic. |
![]() |
|
| Konate | Dec 25 2016, 02:05 PM Post #13 |
|
What about a multi-resource exalt? Example: You have 1 resource point, but 3 phases: Mental, Physical, and Social. You can only use the resource point for tests related to the phase it's in, then it goes to the next one. You choose the order at character creation and have a total number of resource points equal to your power stat. Theoretically, you have infinite resource, but you have to use it creatively to get it into the phase you need |
![]() |
|
| Username | Dec 25 2016, 02:15 PM Post #14 |
|
An interesting idea. How would things like Healing Surges and Channel Energy work? Would you have infinite available health for those? |
![]() |
|
| Konate | Dec 25 2016, 02:19 PM Post #15 |
|
There would be qualifiers for those. For healing surges, you could only use physical resources, things like that |
![]() |
|
| Konate | Jan 8 2017, 02:47 AM Post #16 |
|
current resource ideas: A/B/C resource management, where your resources are locked in a progression and can only be used on specific actions. They all start at "A", and if you use them on "A" actions they become "B" resources, etc. Red/Blue/Green/White/Black resource system, where as you spend resources on specific actions, you gain a flat bonus to those types of actions for the remainder of the scene. So spending 3 resource on "Red" actions, and 2 on "White" actions grants +3 and +2 for the remainder of the scene Regaining resource on tests that explode (only 1 regained per test, obviously) Edited by Konate, Jan 8 2017, 02:48 AM.
|
![]() |
|
| Divergent Reality | Jan 9 2017, 01:20 AM Post #17 |
|
Quality Not Guaranteed!
|
A long time ago I tried making an Exalt who's resource was that they had a pre drawn dice pool, like pulling cards from a deck. It was rather shit so it went nowhere. Yours may be better. |
![]() |
|
| Konate | Jan 9 2017, 12:55 PM Post #18 |
|
I wasn't going to post this, until you posted something, Divergent. I'm going to use "Cards" for now for the resource name, but it can be anything. This would assumably be for a "Planewalker"/Gambler/Deck-based type exalt. Within the Base Powers Draw Power: Once per turn, as a half action, you can draw energy from the Warp to gain 1 Mana of a specific color. Roll 1d10 - on 1-2, you gain a Red card; 3-4, you gain a Blue card; 5-6, you gain a Green card; 7-8, you gain a White card; 9-10 you gain a Black card. Red cards can only be used for Physical tests, including Ballistics, Brawl, and Weaponry; Blue cards can only be used for Mental tests, including Focus Power tests; Green cards can only be used to Heal, or activate Feats that have a Hero Point cost; White cards can only be used for Social tests, including Social attacks; and Black Cards can be used in place of any other Card color, but you must take a wound for every Black card used. Power Stat: Deck Your Deck is an ideological representation of the metaphysical power you wield. As your Deck grows in strength, so do your powers. Resource Stat: Cards You start each scene with an amount of Cards equal to half your Deck, rounded up, rolling for the type using the Draw Power rules. You can have a maximum amount of Cards equal to 5 plus Half your Deck, rounded up, regardless of what color they are. At the end of a scene, you lose all unused Cards. Potential Assets Extra Draw: You may use a Full Action with Draw Power. If you do, you roll for color once but gain two Cards, instead of one. Monochromatic: Choose one Card color that is not Black. When making the Draw Power action, you follow new rules: On a roll of 1-6, you draw the Card chosen when you take this Asset. On a roll of 7-10, you draw a Black Card. You can never change this choice. Librarian: Your maximum Card amount is instead calculated as 5 plus your Deck, instead of half rounded up. Mulligan: At the end of any Turn where you did not spend Cards, you may remove one Card and reroll for a new one, using the rules for Draw Power. Stacked Hand: You gain a +1 flat bonus to tests for the appropriate Card color for each color of card you currently have. Weighted Deck: Choose three Card colors that appear in sequence. The first and third have their ranges reduced by 1, with the middle Card increasing its range by 2. For Example: Ajani chooses Red, Blue, and Green. Her new ranges for those 3 Cards are 1 for Red, 2-5 for Blue, and 6 for Green. Edited by Konate, Apr 7 2017, 12:03 PM.
|
![]() |
|
| Marr965 | Jan 19 2017, 02:32 PM Post #19 |
|
Having five different resources seems needlessly complex. I wouldn't mind doing a variation on the Warhammer Age of Reckoning Goblin Shaman's unique mechanic, though: You have two resources, one transforms into the other, and vice versa, when they're used. I do realise that we've got the Timelord's Ticks and Tocks, but this would be different. Something like "spend X points of one resource, get X-1 of the other, regain 1 point of whatever you have the least of every time SOMETHING happens". |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Exaltations · Next Topic » |
- Pages:
- 1
- 2
| Theme: Zeta Original | Track Topic · E-mail Topic |
9:21 AM Jul 11
|







9:21 AM Jul 11