MrAgdesh Posted March 29, 2018 Report Share Posted March 29, 2018 Has anybody experimented with this long term in a campaign? Quote Link to comment Share on other sites More sharing options...
Tech Posted March 29, 2018 Report Share Posted March 29, 2018 Not me. Why should it be removed? Quote Link to comment Share on other sites More sharing options...
Lucius Posted March 29, 2018 Report Share Posted March 29, 2018 The only reason I can think of is to speed up combat by ensuring people go down faster and stay down. Lucius Alexander Or to feed it to a palindromedary MrAgdesh 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted March 29, 2018 Report Share Posted March 29, 2018 I think if you wanted to run a really brutal, gritty game, taking away a free recovery could make things seem more desperate, force people to keep their head down, and make it feel more real. Quote Link to comment Share on other sites More sharing options...
MrAgdesh Posted March 29, 2018 Author Report Share Posted March 29, 2018 4 hours ago, Lucius said: The only reason I can think of is to speed up combat by ensuring people go down faster and stay down. Lucius Alexander Or to feed it to a palindromedary Yes, that's it. Just looking at a variety of options. This is something that I've thought of, along with the obvious limiting of Speed. Wondered if anybody might have tried it and if so what conclusions they reached. We haven't even tried it in a trial combat yet. Quote Link to comment Share on other sites More sharing options...
sentry0 Posted March 29, 2018 Report Share Posted March 29, 2018 24 minutes ago, MrAgdesh said: Yes, that's it. Just looking at a variety of options. This is something that I've thought of, along with the obvious limiting of Speed. Wondered if anybody might have tried it and if so what conclusions they reached. We haven't even tried it in a trial combat yet. Mooks and named villains alike don't get recoveries in my games. I'd rather a player be given the chance to get back on their feet than sit idle while everyone else is having fun. Quote Link to comment Share on other sites More sharing options...
MrAgdesh Posted March 29, 2018 Author Report Share Posted March 29, 2018 I'm thinking to leave in place as is for unconscious characters; they're rhythmically breathing, 'relaxed' etc. Quote Link to comment Share on other sites More sharing options...
dsatow Posted March 29, 2018 Report Share Posted March 29, 2018 I've seen it done by several GMs. It doesn't affect the game too much unless there is a surprise phase where the villains get a free action. On the other hand, the bricks generally don't do push haymakers on the first phase of combat either. Personally, I still have the free post 12 mainly because if I surprise my players and they aren't able to react fast enough, the recovery blunts the blow. Quote Link to comment Share on other sites More sharing options...
dsatow Posted March 29, 2018 Report Share Posted March 29, 2018 1 minute ago, dsatow said: I've seen it done by several GMs. It doesn't affect the game too much unless there is a surprise phase where the villains get a free action. On the other hand, the bricks generally don't do push haymakers on the first phase of combat either. Personally, I still have the free post 12 mainly because if I surprise my players and they aren't able to react fast enough, the recovery blunts the blow. Oops, I misunderstood the thread. I thought it was about the first post 12 recovery. My bad. Quote Link to comment Share on other sites More sharing options...
Cassandra Posted March 29, 2018 Report Share Posted March 29, 2018 If you want this effect buy some Drain [REC]. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted March 31, 2018 Report Share Posted March 31, 2018 Removing this element slows the game down a bit, as you'll find players will (at least attempt) to get a Recovery Action in during the Turn to make up for it. It's not a horrible game changer to do so, but it can frustrate players. Will need to either keep the "Post-12 Only" for negative stun level, or find a replacement, however. Christopher R Taylor 1 Quote Link to comment Share on other sites More sharing options...
dsatow Posted April 2, 2018 Report Share Posted April 2, 2018 Doesn't this mean technically, while in the middle of driving a vehicle, you will need to take a recovery? (assuming driving uses 1 end). Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted April 3, 2018 Report Share Posted April 3, 2018 No long walks - you'll need to stop for recoveries. 0 END will become a lot more popular, I suspect, as long use of any ability otherwise becomes impossible. It will certainly make a work day challenging as well. Quote Link to comment Share on other sites More sharing options...
Beast Posted April 3, 2018 Report Share Posted April 3, 2018 How would you do a marathon runner I see a lot of movement and continous/constant powers getting costs end to start up Quote Link to comment Share on other sites More sharing options...
Lucius Posted April 3, 2018 Report Share Posted April 3, 2018 Marathon - Best in the Long Run: (Total: 9 Active Cost, 9 Real Cost) (9 Active Points); 1 Continuing Fuel Charge lasting 6 Hours (+1/4) applied to Running X4 Noncombat (Real Cost: 9) Lucius Alexander Rejoice, cried the palindromedary Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted April 3, 2018 Report Share Posted April 3, 2018 I'm thinking an END Drain would be extra effective in this game (it will be a 0 END END drain, of course!) Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted April 4, 2018 Report Share Posted April 4, 2018 On 4/2/2018 at 4:40 PM, dsatow said: Doesn't this mean technically, while in the middle of driving a vehicle, you will need to take a recovery? (assuming driving uses 1 end). The vehicle itself is probably built with Continuous or Fuel Charges. The driver could possibly just 'coast' the vehicle for a turn (no turning, no maneuvers, just straight ahead), or deal with issues of slowly wearing themselves down as they drive through combat... Even at 1END/Phase they could probably last through your average Combat length easily. 23 hours ago, Beast said: How would you do a marathon runner I see a lot of movement and continous/constant powers getting costs end to start up Marathon runners would use Long Term Endurance, which is END Loss based on END Used vs REC Stat, and has no Post-12 factors, they would be uneffected. Quote Link to comment Share on other sites More sharing options...
Beast Posted April 4, 2018 Report Share Posted April 4, 2018 29 minutes ago, ghost-angel said: Marathon runners would use Long Term Endurance, which is END Loss based on END Used vs REC Stat, and has no Post-12 factors, they would be uneffected. That only works as long as there is no combat running and dodging are going to burn end Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted April 4, 2018 Report Share Posted April 4, 2018 Whose running a Marathon in Combat? Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted April 4, 2018 Report Share Posted April 4, 2018 REC complicates things in some ways, but allows you to build a Wolverine or Hulk like character who recovers incredibly quickly. I would not remove the PS12 recovery but I would and do make it take longer when you are unconscious - nothing is sillier than knocking the brick out only for him to spring up again next phase. Doesn't happen in the funny papers, why should it here? If you WANT to be able to bounce back from unconsciousness you can buy healing triggered by going unconscious. Quote Link to comment Share on other sites More sharing options...
Greywind Posted April 4, 2018 Report Share Posted April 4, 2018 Wolverine is the Regen poster boy. Not the REC poster boy. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted April 4, 2018 Report Share Posted April 4, 2018 25 minutes ago, Greywind said: Wolverine is the Regen poster boy. Not the REC poster boy. Both, I'd say: he certainly regenerates fast but he recovers fast too. Quote Link to comment Share on other sites More sharing options...
Lucius Posted April 4, 2018 Report Share Posted April 4, 2018 Second (Third, Fourth, etc.) Wind: (Total: 45 Active Cost, 20 Real Cost) Healing END & STUN 1d6+1 (standard effect: 4 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Misfire, Character does not control activation of personal Trigger; Every segment 12; +1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (45 Active Points); Limited Power Self Only (-1), Nonpersistent (-1/4) (Real Cost: 20) While conscious, regain up to 8 pts of lost STUN and up to 20 lost END each Turn. Lucius Alexander The palindromedary thinks that's one way to recover having a RECovery Quote Link to comment Share on other sites More sharing options...
Beast Posted April 4, 2018 Report Share Posted April 4, 2018 12 hours ago, ghost-angel said: Whose running a Marathon in Combat? somebody being chased over a long distance being nickle and dimed to death Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted April 4, 2018 Report Share Posted April 4, 2018 15 hours ago, Sean Waters said: REC complicates things in some ways, but allows you to build a Wolverine or Hulk like character who recovers incredibly quickly. I would not remove the PS12 recovery but I would and do make it take longer when you are unconscious - nothing is sillier than knocking the brick out only for him to spring up again next phase. Doesn't happen in the funny papers, why should it here? Not germane to the main discussion, but a Brick reduced to, say, -5 STUN is KO'd, but not knocked down. This is consistent (and consistently ignored) across editions. If a character is only barely Knocked Out (down to -10 STUN), he’s not completely unconscious — in fact, it’s more like he’s deeply Stunned. Depending upon the character and the nature of the attack, he may even be on his feet, wobbly but still standing, as he tries to shake off the effects of the attack. He’s dimly aware of what’s going on around him, but is too woozy and dazed to take any action or maintain any power. He can make a PER Roll to perceive something really important, but otherwise he cannot interact with the world. He can’t move, Dodge, take any Actions, or do anything but take Recoveries. Following this, from 6e v2 p 106, also alleviates the "hit him again when he is down" issue. If he is actually down, he is at best recovering per turn. If hit while he is reeling, he is taking double STUN - not too many will be back up in the combat in that case. Quote Link to comment Share on other sites More sharing options...
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