Post by 77odinson77 on Mar 8, 2015 23:12:57 GMT -5
These are a couple of rules variants I've been applying in my live games, which were received really favorably and seemed to make our games a lot more fun. There will be more in the future, but let me know what you guys think of these.
Durability cost adjustment
3x cost for Durability has always seemed obtuse to me, especially given that it is the only thing in the game that ever applies a static (and pretty steep) multiplier to its cost. When every single other Ability, Action, or Modifier is adjusted by +x cost levels, then it definitely seems like everybody is paying too much for their Durability. I get that it should cost more because health is important, but such an arbitrary ruling for a single factor of the game is something that I've always thought needed fixing. My recommendation is, rather than saying that Durability costs three times as much, to simply assign a +3 cost level adjustment to it. It's still more expensive than other Abilities (which it should rightfully be for its importance in health), but the cost doesn't get out of hand and it fits in rules-wise with everything else.
Interestingly, in this system variant Durability ends up costing more at lower levels compared to RAW (1 DU = 2w vs 1, 3 DU = 4w vs 3, etc.) and less at higher levels (8 DU = 20w vs 27, 10 DU = 30w vs 45, etc.); this means that standard 40-stone characters can actually afford to be as tough as they want to be without having to take a bunch of Challenges they don't really want or need, as opposed to having to take all the challenges and still have to sacrifice some Durability to round out their characters with a few other essential A/A/Ms (all with mediocre levels at best).
Intelligence as Energy
RAW states that if you are using Intelligence as your energy base, you have to pay double the cost for your Intelligence AND still three times cost for Durability. Like my variant for Durability cost, I propose that the same thing should be done if you're using Intelligence as energy. For the standard 2xIN energy, apply +1 CL to Intelligence; if you want the full 3xIN energy (like the Half-Faerie Blood "Challenge" which is completely useless in my opinion), apply +2 CL to Intelligence. In either case, since Durability no longer affects energy in any way whatsoever, apply -1 CL discount to Durability (this is fair: since energy is second only to health in importance, it should stand to reason that the shifting of energy to a different Ability should lessen the cost, or value, of Durability). It is important to note that regardless of whether you get 2xIN or 3xIN energy, you ONLY get -1 CL discount to Durability (how much energy you get for Intelligence is irrelevant in this matter; the discount is to reflect that your Durability no longer affects your energy at all, and thus is discounted only once).
Durability cost adjustment
3x cost for Durability has always seemed obtuse to me, especially given that it is the only thing in the game that ever applies a static (and pretty steep) multiplier to its cost. When every single other Ability, Action, or Modifier is adjusted by +x cost levels, then it definitely seems like everybody is paying too much for their Durability. I get that it should cost more because health is important, but such an arbitrary ruling for a single factor of the game is something that I've always thought needed fixing. My recommendation is, rather than saying that Durability costs three times as much, to simply assign a +3 cost level adjustment to it. It's still more expensive than other Abilities (which it should rightfully be for its importance in health), but the cost doesn't get out of hand and it fits in rules-wise with everything else.
Interestingly, in this system variant Durability ends up costing more at lower levels compared to RAW (1 DU = 2w vs 1, 3 DU = 4w vs 3, etc.) and less at higher levels (8 DU = 20w vs 27, 10 DU = 30w vs 45, etc.); this means that standard 40-stone characters can actually afford to be as tough as they want to be without having to take a bunch of Challenges they don't really want or need, as opposed to having to take all the challenges and still have to sacrifice some Durability to round out their characters with a few other essential A/A/Ms (all with mediocre levels at best).
Intelligence as Energy
RAW states that if you are using Intelligence as your energy base, you have to pay double the cost for your Intelligence AND still three times cost for Durability. Like my variant for Durability cost, I propose that the same thing should be done if you're using Intelligence as energy. For the standard 2xIN energy, apply +1 CL to Intelligence; if you want the full 3xIN energy (like the Half-Faerie Blood "Challenge" which is completely useless in my opinion), apply +2 CL to Intelligence. In either case, since Durability no longer affects energy in any way whatsoever, apply -1 CL discount to Durability (this is fair: since energy is second only to health in importance, it should stand to reason that the shifting of energy to a different Ability should lessen the cost, or value, of Durability). It is important to note that regardless of whether you get 2xIN or 3xIN energy, you ONLY get -1 CL discount to Durability (how much energy you get for Intelligence is irrelevant in this matter; the discount is to reflect that your Durability no longer affects your energy at all, and thus is discounted only once).