Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-11-2012, 01:13 PM   #15
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: [Technical Solutions] Complete Guide to Tanking in GURPS

Quote:
Originally Posted by vicky_molokh View Post
Perhaps we can see IReserve as an Interface?
Reserve being (Independent Recovery; Doesn't affect Thresholds), with Energy Reserve adding (Source Specific); probably because Fatigue recovers faster than Hit Points do.

As a mild tangent from the current subthread: I've allowed players to purchase Energy Reserve (Fatigue) for their characters without any issues coming up; its' just not usable to fuel anything with a power source (as distinct from a power modifier). It is a useful trait when the campaign allows the various optional Extra Effort rules where a character can push themselves a lot further than others, but recover from the fatigue penalties faster than others without necessarily recovering their Fatigue Points any faster than others do (as I encourage the use of the Special Recharge limitation on Reserves).
Sunrunners_Fire is offline   Reply With Quote
 

Tags
advice, combat rules, interdiction, tank, tanking, technical solutions


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:23 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.