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Post by skull on Feb 6, 2010 17:30:03 GMT -5
My personal experience when playing MURP is that even if a character has a lower amount of energy, if the player is smart and creative, they can defeat any opponent. Some of this will also depend on the player creating a concert concept before they make their character. However, it seems that most people believe the problem is not them or the character, but a lacking in energy to do everything they want. Oh, and its still unbalanced because it is now unaffected by the character being wounded.
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Post by arch2ngel on Feb 6, 2010 23:19:45 GMT -5
The problem they were trying to rectify with the change in Energy was that it felt like the only way to succeed in the MURPG was to make a character with Instant Healing Factor - not enough energy can be mitigated by 2x recovery, and lessened Energy from damage is mitigated by healing that damage. It felt NECESSARY to have, if not Instant, then some kind of Healing Factor, just to be able to survive. With 2.0, this is no longer the case. Character can continue to function when hurt, though they still have situational modifiers to deal with (which is how it should be anyway - why do I have LESS energy? It just takes more of an effort to get something done when I'm hurting...) and you can give your character as much energy and recovery of that energy as fits the character - which, honestly, is less than if you had Instant Healing Factor in any case above Durability 5... (NO ONE is spending 20+ stones for an Energy Recovery of 11 or higher - hardly anyone would spend 15 for a ER of 10!)
All that's done is to give Situational Modifiers more of their due, and to give more versatility in character creation to the player. To each their own, but I just can't see this as a bad thing...
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Post by takewithfood on Feb 7, 2010 1:44:30 GMT -5
It's very easy to house-rule the health-energy connection. Just lower Recovery by 1 for every 1 white (or maybe 2 white - whatever feels right) lost. This gives the game a more dangerous, gritty feel.
However, one of the drawbacks of this system is that players and NPCs alike are encouraged to go all-out right away, since failing to do so increases the chances that they'll be crippled. This makes for a pretty boring game, in that respect, at least.
~TWF
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Post by bikermatt on Feb 16, 2010 22:12:39 GMT -5
I have a few ideas that could fall into the house rule category, or just as easily become regular rules if enough people like them. I call them Manacle Traits and Tactical Edges. Manacle Traits are traits that grant a refund without falling under the category of Challenges. The term is from "shackling" a character's ability without it seeming unusual. Dead Broke is one such trait. Other ideas (worth one white stone apiece) are Intelligence-based Energy, linking Int and Pool to be the same level (minimum level 3); The downside is that all damage comes off of Max Energy as well as affecting Health. The other idea is Health-based Recovery, linking Dur and Rec the same way as above; It has the limitation presented in MURPG 1.0. The intention of the options are to allow the feel of the old system without leaving them weaker than the new-style characters. Tactical Edges are options that allow characters to perform better by slightly modifying the rules to be more appropriate. The Speed-Initiative option is one such trait. Another, also costing one white stone, would be Multitasking, which would allow characters to use significantly different actions at the exact same time, as opposed to the standard two plus a movement, split as desired, strictly for those who want to go there. The function (which I came up with before reading wise's post, which is nearly identical) is to take one action plus half the character's choice of Int, Agi or Spd (rounded down), though you can't use Speed for both Multitask and Initiative in the same round. Another option (and one I haven't found elsewhere), costing a mere one red stone each, is to turn an Action slot into a collection of Secondary Actions. The cost at character creation would be equal to the total of the Cost Levels of the component levels, and none would ever be allowed to exceed AN 6, but would allow characters to have a dozen or more actions, which they might want to do if, for instance, they were using their RL abilities as the core for their character and wanted to be able to do everything they really could do. What do you all think,
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