09-28-2016, 04:48 PM | #11 | |
Join Date: Apr 2005
Location: Houston, TX
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
I played around a bit with the ideas here and my own, and got this:
Quote:
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09-28-2016, 07:08 PM | #12 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
Quote:
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09-28-2016, 07:34 PM | #13 |
Join Date: Mar 2008
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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.
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09-28-2016, 08:14 PM | #14 |
Join Date: Jul 2014
Location: New Zealand.
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
I'll second that.
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09-28-2016, 08:26 PM | #15 |
Join Date: Jun 2013
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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)?
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09-28-2016, 08:34 PM | #16 | |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
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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. |
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09-28-2016, 08:36 PM | #17 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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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%).
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09-28-2016, 10:17 PM | #18 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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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.
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09-28-2016, 10:25 PM | #19 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
Quote:
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09-28-2016, 10:27 PM | #20 | |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: Semi-realistic Regeneration and corresponding Increased Consumption
Quote:
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Tags |
bio-tech, increased consumption, realism, regeneration |
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