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Old 09-25-2012, 10:47 PM   #41
kirbwarrior
 
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Default Re: [House Rule] Costs FP, some changes I haven't heard of

Those numbers look good Langy, but it seems pretty high for having FP Regen.
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Old 09-26-2012, 07:02 AM   #42
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Default Re: [House Rule] Costs FP, some changes I haven't heard of

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Originally Posted by kirbwarrior View Post
Those numbers look good Langy, but it seems pretty high for having FP Regen.
Those numbers were chosen such that you'd end up with a -5% limitation if you have the appropriate level of FP Regen and had that level of Costs FP.

Example:

Costs 1 FP, 1/Minute, No Maneuver Required is -10%. Fast FP Regen adds +5% and gives you 1 FP/minute back, leaving a total of -5%.

Costs 1 FP, 1/Second, No Maneuver Required is -35%. Very Fast FP Regen adds +30% and gives you 1 FP/second back, again leaving a total of -5%.

Same deal with Costs 10 FP, 1/Second, No Maneuver Required and Extreme FP Regen.

In other words, it's essentially a -5% 'nuisance' limitation to account for 'this essentially disables FP regen while it's active'.

If you feel it'd be better balanced as something else, then feel free to reduce the price appropriately. If it should be a -10% limitation for 'no FP regen while active', then reduce the prices by 5%. If it's a -20% limitation, increase the price for all the Costs FP steps by 10%. Etc., etc.
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Old 09-26-2012, 12:08 PM   #43
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Default Re: [House Rule] Costs FP, some changes I haven't heard of

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Originally Posted by Langy View Post
Those numbers were chosen such that you'd end up with a -5% limitation if you have the appropriate level of FP Regen and had that level of Costs FP.

Example:

Costs 1 FP, 1/Minute, No Maneuver Required is -10%. Fast FP Regen adds +5% and gives you 1 FP/minute back, leaving a total of -5%.

Costs 1 FP, 1/Second, No Maneuver Required is -35%. Very Fast FP Regen adds +30% and gives you 1 FP/second back, again leaving a total of -5%.

Same deal with Costs 10 FP, 1/Second, No Maneuver Required and Extreme FP Regen.

In other words, it's essentially a -5% 'nuisance' limitation to account for 'this essentially disables FP regen while it's active'.

If you feel it'd be better balanced as something else, then feel free to reduce the price appropriately. If it should be a -10% limitation for 'no FP regen while active', then reduce the prices by 5%. If it's a -20% limitation, increase the price for all the Costs FP steps by 10%. Etc., etc.
Oh, math has proved correct. That makes sense, but one thing that bothers me about this way of thinking (I just now thought of this) is, Temporary Negated Advantage (Or Disadvantage) would be well more of a limitation except with expensive (over 100pts) traits. It's effectively the same thing (the difference is TD requires it to be switchable, but as we are screwing with that way of thinking with Costs FP and it ends up still turning off the Regen for long enough to not work, it feels justified). 'Nuisance Effect' might be the right way to do it, but the player is spending quite the pretty penny on regen.
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Old 09-27-2012, 03:53 AM   #44
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Default Re: [House Rule] Costs FP, some changes I haven't heard of

It was because of regen that I thought of exponential increase. And it is how other modifiers work. Maybe 10% for x2 could feel less extreme, but maybe too generous at lower levels.
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Old 09-27-2012, 07:01 PM   #45
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Default Re: [House Rule] Costs FP, some changes I haven't heard of

FP Regen is starting to bug me, and I wonder if anyone has a better way of doing it. HP regen is nice because people will attack HP, and healing it is a priority. But FP attacks are uncommon and the reason you'd want to buy FP regen is because you have traits that cost FP. And with the thinking that having FP regen should make Costs FP give less points, should FP regen be that expensive (Is it that expensive because Costs FP doesn't change it's price if you have it)?
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Old 09-27-2012, 07:10 PM   #46
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Default Re: [House Rule] Costs FP, some changes I haven't heard of

I'm not at all convinced that FP regeneration needs to exist; while there are fictional entities that simply don't tire, they can typically be interpreted in the same way as machines, as not having fatigue at all, and thus unable to spend it. There are also entities with energy reserves that apparently recover at other rates than fatigue, but usually fatigue isn't a good model for them in the first place.
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Old 09-27-2012, 07:22 PM   #47
ErhnamDJ
 
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Default Re: [House Rule] Costs FP, some changes I haven't heard of

I've been thinking about this a lot lately and the big problem I'm facing is that I don't even know what FP are supposed to represent. Physically, I mean.

HP represent the physical structures of a body. You get hit with an axe and you can use the HP lost to figure out what that represents in the story. A wizard can come along and cast a magic spell that heals their body and you understand what that means. Muscle and bone and nerves and blood vessels have all been physically repaired.

But imagine someone who has lost an incredible amount of FP. And then a wizard comes along and casts a spell that restores their FP. What does that mean? How do I picture that in my mind?

That's the question I've been trying to answer before tackling Fatigue Regeneration. If a wizard waves a magic wand and Afflicts you with Fatigue Regeneration, what does that mean?

Or imagine the wizard hitting them with a fatigue-damage Innate Attack.

I wish I had some examples from fiction to help me understand what Fatigue Regeneration represents. It seems more like a game workaround to the fact that there's no built-in way to reduce the FP cost of magic spells. And since you can't buy off the cost of spells, you need a way in the system to replenish the resource that they cost.


Ignoring the magic system, and assuming magic-as-powers, it does get to be a little bit easier, since then you can model your powers as not requiring a fatigue cost at all. But that's not something you can do with the Explosive Fireball spell, say.
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Old 09-28-2012, 02:03 AM   #48
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Default Re: [House Rule] Costs FP, some changes I haven't heard of

Let's say we are talking about generic FP (Hunger, thirst, etc can be extrapolated from this). You lose FP from walking a long day. You are tired. You sit down and rest. You are less tired. Those are real world things. Wizard zaps you with FP damage. He makes you more tired. Another wizard comes and heals your FP. You are no longer tired. Similar to HP, you can figure out what the game mechanics mean once you understand what they are representing.

For spellcasting, it costs FP by default (as opposed to ER to simulate how many games do it with MP) because it is simulating that it is tiresome to cast magic, and some magic is more tiresome. Casting Flesh to Stone is about as tiresome as a day's march (i think those are both 10FP).

I think FP regen exists just because the mechanics are easy enough to do (just take HP regen and slap on FP). I can't think of anything it was meant to be an example of.
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