Re: Semi-realistic Regeneration and corresponding Increased Consumption
I played around a bit with the ideas here and my own, and got this:
Quote:
|
Re: Semi-realistic Regeneration and corresponding Increased Consumption
Quote:
Quote:
|
Re: Semi-realistic Regeneration and corresponding Increased Consumption
I now know the mechanics when my players have the Jaffa that have allied with them wounded. I hadn't realized that I needed that.
|
Re: Semi-realistic Regeneration and corresponding Increased Consumption
Quote:
|
Re: Semi-realistic Regeneration and corresponding Increased Consumption
How does AtE's LFP compare to the role that The Last Gasp gives to normal FP (with AP taking the short-term FP role)?
|
Re: Semi-realistic Regeneration and corresponding Increased Consumption
Quote:
I actually have a half-written version of my own Last Gasp-style tiered fatigue system based on AtE's LFP — I like what The Last Gasp did in terms of making fatigue realistic, but the bookkeeping is horrendous, and I'm trying to take the best lessons from both systems and strike a good balance between verisimilitude and playability. |
Re: Semi-realistic Regeneration and corresponding Increased Consumption
Re: LFP and Regeneration. I think a custom limitation could be had here
So if Costs Fatigue (once per minute) is -5% you could modify that with the Hazard modifier. Since LFP is a combination of starvation, sleep, and dehydration, and environmental hazards. You could use the most costly modifier - Missed Sleep (+50%) as the base and then 1/5 of the cost of the others: Dehydration, +4%; Heat, +4%; Freezing, +4%; Starvation, +8%. This would give a +70% modifier total to the Costs Fatigue modifier. Since this comes to -8.5% I'd just round that up to -10%. So it seems plausible that costing LFP vs. FP adds a another -5% to the final modifier. So if an ability costs you 1 LFP per hour of use that's -5%, per minute would be -10%, and once per second would be -15%. Honestly though. That doesn't seem worth it in most cases. I think I'd just do either a an additional -10% on top of the base cost or double the finl cost (minimum of -5%). |
Re: Semi-realistic Regeneration and corresponding Increased Consumption
I think nearly everyone agrees that costs fatigue -5% is absurdly undervalued for most situations. From all day every day to around 10 uses along with removing a useful reserve for other survival oriented abilities is FAR more hampering than noisy; makes stealth difficult, to use another -5% limitation as an example.
|
Re: Semi-realistic Regeneration and corresponding Increased Consumption
Quote:
|
Re: Semi-realistic Regeneration and corresponding Increased Consumption
Quote:
|
| All times are GMT -6. The time now is 12:07 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.