Zephrosyne Posted October 21, 2009 Report Share Posted October 21, 2009 Has anyone ever ran a campaign without using Post-Segment 12 Recovery? If so, how did it work out for you? Did it speed things up? Thanks. Quote Link to comment Share on other sites More sharing options...
Alibear Posted October 21, 2009 Report Share Posted October 21, 2009 Re: Ditching Post-Segment 12 Recovery Yes and yes. I only played a few evenings but it did speed combat up. I ditched end too. Quote Link to comment Share on other sites More sharing options...
Rapier Posted October 21, 2009 Report Share Posted October 21, 2009 Re: Ditching Post-Segment 12 Recovery Well, one of the #1 ways to speed up combat is not allow adversaries to take Recoveries. So I would say that you would actually be slowing down combat. The theory being that if the heroes are not getting a P12Rec, they have less END so are using an attack action to take a Rec, thus, less damage, thus, longer combat. However, are we talking a significant amount of time? Probably not, maybe a couple extra segments per fight, but it would add up. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted October 21, 2009 Report Share Posted October 21, 2009 Re: Ditching Post-Segment 12 Recovery Stun usually runs out before END - at least for characters I design - so not getting PS12 recoveries should put people down/unconscious before they run out of END. You do need some sort of recovery mechanism though (or you'll never recover from unconsciousness, and you'll see people buying REC down and STUN/END up. Quote Link to comment Share on other sites More sharing options...
lemming Posted October 21, 2009 Report Share Posted October 21, 2009 Re: Ditching Post-Segment 12 Recovery I always have a huge explosion on segment 11. Get people down to GM's discretion at that point really speeds things up. Quote Link to comment Share on other sites More sharing options...
Zephrosyne Posted October 22, 2009 Author Report Share Posted October 22, 2009 Re: Ditching Post-Segment 12 Recovery Thanks for the replies. Much appreciated. Quote Link to comment Share on other sites More sharing options...
Alibear Posted October 22, 2009 Report Share Posted October 22, 2009 Re: Ditching Post-Segment 12 Recovery Stun usually runs out before END - at least for characters I design - so not getting PS12 recoveries should put people down/unconscious before they run out of END. You do need some sort of recovery mechanism though (or you'll never recover from unconsciousness, and you'll see people buying REC down and STUN/END up. Yo can still recover but not in combat. When you recover you're automatically at 0DCV. Quote Link to comment Share on other sites More sharing options...
PhilFleischmann Posted October 24, 2009 Report Share Posted October 24, 2009 Re: Ditching Post-Segment 12 Recovery It's a perfectly valid thing to do for certain types of games. And I don't see it as significantly altering the time a combat takes, in real-world time, because a recovery (either post-12 or in-phase) takes almost no time to resolve. And there are other similar methods: Post-12 Recoveries recover STUN *or* END, not both, player's choice. All Recoveries recover STUN *or* END Post-12 Recoveries happen only every other turn. Post-12 Recoveries happen only every N turns. A character gets a Post-12 Recovery only if he didn't Push during the turn. A character gets a Post-12 Recovery only if he didn't Push or do other special things* or suffer certain conditions** (that the GM specifies in advance) during the turn. *which might include MPAs, Using STUN as END, Haymakered, Aborted Phase 12, Aborted any phase, Delayed Phase 12, did something particularly stupid, etc. **which might include Being Stunned, Being Surprised, Impaired, Disabled, Taken BODY damage, took damage from own attack (explosion, AoE, Move-Thru/Move-By damage), etc. Quote Link to comment Share on other sites More sharing options...
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