Post by chip on Mar 5, 2006 5:58:34 GMT -5
I use this simple rule to manage resistance when I think it should increase in time.
CARRY WEIGHTS. For instance, if you carry some weight, resistance increases by one per panel. I think it's too much when you consider a character with Strength 8 who carries 1 stone of weight (you can lift a bus, but you can carry a PC for only 8 panels, about 4 minutes, at most). So I assume the increase is of 1 stone for every stone of duration, where duration (on D&R chart) is given by Strength - Weight + 1 (in stones). So if, Strength = Weight, the increase is for panel. Of course, if you have high Strength (say 8) and carry low weights (say 2), duration is very high (in our case 7, that is 1 week), and essentially you can't see a resistance increase (and it's quite logical: in this case, the weight isn't appreciable). By the way, I use stones from the Ranges line (D&R) for distance instead of 1 stone per 10', which I find more suitable to the exponential increase of Strength (and it's the way of increase of several powers). So nothing new, only using deeply the D&R chart.
TELEPATHY. Another example is Telepathy. According to the rules, maintaining control (and other options) requires one stone per panel, with no increase. I assume an increase of one stone every Duration, where Duration = Stone Attack - Mental Defense (at least 1 if Attack is successful). Of course, in the Attack I don't consider stones for particular effects (range...). In this way, if you are a good Telepath, you can control a weak mind almost indefinitely, but it all becomes harder if your opponent has a good Mental Defense. I like this rule, since it gives the idea that a character can get free (when the controller can't or don't want to put enough stones), above all if the level of Telepathy of two characters is similar, that is harder to control strong-minded chars (very natural: it requires more energies), and because it makes Mental Defenses, also of low level, more useful.
CARRY WEIGHTS. For instance, if you carry some weight, resistance increases by one per panel. I think it's too much when you consider a character with Strength 8 who carries 1 stone of weight (you can lift a bus, but you can carry a PC for only 8 panels, about 4 minutes, at most). So I assume the increase is of 1 stone for every stone of duration, where duration (on D&R chart) is given by Strength - Weight + 1 (in stones). So if, Strength = Weight, the increase is for panel. Of course, if you have high Strength (say 8) and carry low weights (say 2), duration is very high (in our case 7, that is 1 week), and essentially you can't see a resistance increase (and it's quite logical: in this case, the weight isn't appreciable). By the way, I use stones from the Ranges line (D&R) for distance instead of 1 stone per 10', which I find more suitable to the exponential increase of Strength (and it's the way of increase of several powers). So nothing new, only using deeply the D&R chart.
TELEPATHY. Another example is Telepathy. According to the rules, maintaining control (and other options) requires one stone per panel, with no increase. I assume an increase of one stone every Duration, where Duration = Stone Attack - Mental Defense (at least 1 if Attack is successful). Of course, in the Attack I don't consider stones for particular effects (range...). In this way, if you are a good Telepath, you can control a weak mind almost indefinitely, but it all becomes harder if your opponent has a good Mental Defense. I like this rule, since it gives the idea that a character can get free (when the controller can't or don't want to put enough stones), above all if the level of Telepathy of two characters is similar, that is harder to control strong-minded chars (very natural: it requires more energies), and because it makes Mental Defenses, also of low level, more useful.