Current resourcing thing I'm messing with.
Posted: Tue Sep 22, 2009 1:51 pm
OK. So I messing with character combat resources a bit for my latest project and it goes like this.
Characters have two basic resources. Stuff and Energy.
Stuff
Stuff is gear. Like weapons, armor, etc...
Characters can expend stuff (which loses it or breaks it requiring time consuming out of combat repairs).
You expend stuff to activate special abilities or to cancel an injury (which is a big thing since even strong characters won't take too many individual uncanceled hits before going down.
Expending stuff is a trade off because while it gives you cool things now you generally need your stuff (like say your hand guns) to use your cool ability sets (like your hand gun sharp shooting skills).
Stuff can almost certainly be renewed out of combat time. But in addition you can equip most available Stuff that might be lying around at the cost of an action, maybe less with special abilities related to the specific stuff.
So characters should to some degree be running around in combat breaking swords over each others heads and looting new swords off fallen mooks.
Energy[/i]
Characters have some small pool of Energy points.
You can restore an Energy Point by expending a turn and not being attacked.
You can expend it to do many of the things you might do by expending your Stuff, or you might expend Energy and Stuff together to do something even a bit cooler.
Unlike Stuff which generally can only be expended on related special abilities Energy is all purpose and is used by abilities from basically any and every ability set.
You should generally have a larger pool of Energy to expend on any single given ability set than you have stuff. So while breaking your sword over someones head is cool, you probably don't do that until you have run out of Energy resources to spend in place of the sword itself.
Most basic resource expending actions expend "1 Energy". But the biggest ones expend "All Energy, minimum 1". Characters can nova first turn of combat, but that blows their entire energy reserve (and maybe even a Stuff resource to boot) which they COULD have spent on other profitable actions.
So it's more sensible for them to blow off some of their Energy for at least a turn or two then drop the big "All Energy" hitter. There is even some moderate motivation to wade through mooks for a turn or two before dropping the all energy hit on the boss, because if you drop the boss first your resources will be so depleted the mooks might actually be a threat on their own.
Right now I'm keeping Max Energy reserves fairly low. And I'm thinking I want fairly long combats with some chance of a second or further additional "Nova" as they draw out.
So the ability sets come with additional abilities that restore minor amounts of energy (usually just 1) by something OTHER than just entirely wasting your action. Currently usually some event or lesser action trigger. And those triggers vary between ability classes so you have some characters making excessive move actions to recharge and others making minor mook take down attacks or defensive parries or something. Making different types of character behave rather differently in their activity cycles.
The general idea however being that characters can slowly recharge some energy while still being part of the fight. Of course once you are at zero energy and you get 1 back it's pretty easy to see a "All Energy Attack!" almost every second turn as being mildly well motivated.
But with admittedly early intentions of having fairly large combat encounters with fairly spread out mildly isolated opponents the idea is that you go something like...
1) Wade through mooks, expend energy, makes it pretty safe and easy.
2) Drop "All Energy" strike on a more threatening boss type.
3) Wade through more mooks (only available targets and in your way to the next big target) regain energy in the process, maybe spend some too. This time round things are a bit harder because your Energy resources aren't entirely full when you start.
4) Drop "All Energy" strike on more threatening boss type.
Repeat 3 and 4 until you run out of Stuff or Enemies or you get knocked clean out of it. Encounters are the scale of an entire facility or encampment or something instead of a single room (if you know what I mean).
During all this you may or may not spend the odd bit of stuff to get out of the stickier moments, especially the low energy bits just after you drop an "All Energy" hit and still may have to deal with remaining or additional opponents. And given any opportunities or lulls in the action you might restore some stuff by grabbing it off the ground and enemy corpses.
Wait, why Stuff AND Energy
Energy seems like the more functional resource here and I could have used it without the stuff expenditure/renewal.
But I have more than one goal here and I want adventure action that motivates players to not just pick up swords off mooks and use them in combat but also motivates and rewards them to declare "Gee, there goes another sword, flying off into pieces".
It solves the whole disarm/sunder thing rather nicely in my view. It's a cool event we want in the game and now players have a reason to want it to happen. Because its a way of giving themselves defensive or offensive bonuses instead of a lame and action costly debuff that could have been a direct attack.
It also means everyone runs around doing the whole Captain Kirk thing where they get their shirt torn (for the free block) in every combat whether it's wrestling or an exchange of lightning bolts. And I think that's hilarious and appropriate for the tone of game I'm going for.
NPCs and Resources
Resource expenditure here is complex and highly rewarding. Those 1 Energy effects are nice, the All Energy effects are really nice. Recharging Energy and Stuff is pretty complex.
If Everyone goes around doing it combats are going to be fairly small, both by book keeping limitations and because PCs will start dropping against excessive mirror matches.
So these resources, or the abilities that expend them are only available to major named NPCs.
The big boss is certainly at least the equal of a PC. And he may have some side kicks or scattered lieutenants among his troops with varying lesser access to resources.
Most of his troops though have 0 Energy and little if anything that profitably expends their Stuff. And they probably take significantly less damage to drop compared to a PC too.
So most opponents are nameless mooks that don't do very much or live very long and happen to have little to no motivation to expend that cool Stuff you might be needing to grab on the way through to the real NPCs.
Characters have two basic resources. Stuff and Energy.
Stuff
Stuff is gear. Like weapons, armor, etc...
Characters can expend stuff (which loses it or breaks it requiring time consuming out of combat repairs).
You expend stuff to activate special abilities or to cancel an injury (which is a big thing since even strong characters won't take too many individual uncanceled hits before going down.
Expending stuff is a trade off because while it gives you cool things now you generally need your stuff (like say your hand guns) to use your cool ability sets (like your hand gun sharp shooting skills).
Stuff can almost certainly be renewed out of combat time. But in addition you can equip most available Stuff that might be lying around at the cost of an action, maybe less with special abilities related to the specific stuff.
So characters should to some degree be running around in combat breaking swords over each others heads and looting new swords off fallen mooks.
Energy[/i]
Characters have some small pool of Energy points.
You can restore an Energy Point by expending a turn and not being attacked.
You can expend it to do many of the things you might do by expending your Stuff, or you might expend Energy and Stuff together to do something even a bit cooler.
Unlike Stuff which generally can only be expended on related special abilities Energy is all purpose and is used by abilities from basically any and every ability set.
You should generally have a larger pool of Energy to expend on any single given ability set than you have stuff. So while breaking your sword over someones head is cool, you probably don't do that until you have run out of Energy resources to spend in place of the sword itself.
Most basic resource expending actions expend "1 Energy". But the biggest ones expend "All Energy, minimum 1". Characters can nova first turn of combat, but that blows their entire energy reserve (and maybe even a Stuff resource to boot) which they COULD have spent on other profitable actions.
So it's more sensible for them to blow off some of their Energy for at least a turn or two then drop the big "All Energy" hitter. There is even some moderate motivation to wade through mooks for a turn or two before dropping the all energy hit on the boss, because if you drop the boss first your resources will be so depleted the mooks might actually be a threat on their own.
Right now I'm keeping Max Energy reserves fairly low. And I'm thinking I want fairly long combats with some chance of a second or further additional "Nova" as they draw out.
So the ability sets come with additional abilities that restore minor amounts of energy (usually just 1) by something OTHER than just entirely wasting your action. Currently usually some event or lesser action trigger. And those triggers vary between ability classes so you have some characters making excessive move actions to recharge and others making minor mook take down attacks or defensive parries or something. Making different types of character behave rather differently in their activity cycles.
The general idea however being that characters can slowly recharge some energy while still being part of the fight. Of course once you are at zero energy and you get 1 back it's pretty easy to see a "All Energy Attack!" almost every second turn as being mildly well motivated.
But with admittedly early intentions of having fairly large combat encounters with fairly spread out mildly isolated opponents the idea is that you go something like...
1) Wade through mooks, expend energy, makes it pretty safe and easy.
2) Drop "All Energy" strike on a more threatening boss type.
3) Wade through more mooks (only available targets and in your way to the next big target) regain energy in the process, maybe spend some too. This time round things are a bit harder because your Energy resources aren't entirely full when you start.
4) Drop "All Energy" strike on more threatening boss type.
Repeat 3 and 4 until you run out of Stuff or Enemies or you get knocked clean out of it. Encounters are the scale of an entire facility or encampment or something instead of a single room (if you know what I mean).
During all this you may or may not spend the odd bit of stuff to get out of the stickier moments, especially the low energy bits just after you drop an "All Energy" hit and still may have to deal with remaining or additional opponents. And given any opportunities or lulls in the action you might restore some stuff by grabbing it off the ground and enemy corpses.
Wait, why Stuff AND Energy
Energy seems like the more functional resource here and I could have used it without the stuff expenditure/renewal.
But I have more than one goal here and I want adventure action that motivates players to not just pick up swords off mooks and use them in combat but also motivates and rewards them to declare "Gee, there goes another sword, flying off into pieces".
It solves the whole disarm/sunder thing rather nicely in my view. It's a cool event we want in the game and now players have a reason to want it to happen. Because its a way of giving themselves defensive or offensive bonuses instead of a lame and action costly debuff that could have been a direct attack.
It also means everyone runs around doing the whole Captain Kirk thing where they get their shirt torn (for the free block) in every combat whether it's wrestling or an exchange of lightning bolts. And I think that's hilarious and appropriate for the tone of game I'm going for.
NPCs and Resources
Resource expenditure here is complex and highly rewarding. Those 1 Energy effects are nice, the All Energy effects are really nice. Recharging Energy and Stuff is pretty complex.
If Everyone goes around doing it combats are going to be fairly small, both by book keeping limitations and because PCs will start dropping against excessive mirror matches.
So these resources, or the abilities that expend them are only available to major named NPCs.
The big boss is certainly at least the equal of a PC. And he may have some side kicks or scattered lieutenants among his troops with varying lesser access to resources.
Most of his troops though have 0 Energy and little if anything that profitably expends their Stuff. And they probably take significantly less damage to drop compared to a PC too.
So most opponents are nameless mooks that don't do very much or live very long and happen to have little to no motivation to expend that cool Stuff you might be needing to grab on the way through to the real NPCs.