Showing posts with label endurance. Show all posts
Showing posts with label endurance. Show all posts

Monday, August 10, 2009

Master of Magic


The Magic Abilities, both Arcane and Witchcraft, are the only ones to retain an Endurance cost. Despite this, the rules here have also seen streamlining. Like elsewhere, Players can now use the Ability Perks and Flaws to alter the nature, and the Endurance cost, of each spell. No longer are there built in Endurance costs for casting without gestures, or even without words. All of these, if desired, are handled through the Perk/Flaw System.

The Endurance cost itself has also been simplified. Instead of annoying math like "pay half the initial Endurance cost each round" for keeping a spell in effect, there is no such extra expenditure. The amount you pay up front is the amount you pay, no matter how long the spell is in effect.

The rub is that this Endurance cannot be regained until the spell is relinquished. That 10 Endurance you spent is gone, no matter how much you rest, until you give up the effects of the spell. It's like a semi-permanent chunk of your character's fighting spirit is locked away within it. It's certainly easier to handle, and I think it is more thematically appropriate to the Ability.

Auren certainly knows his way around magic. But despite all his knowledge as a venerable sage in his world, nothing can prepare him for life as a Japanese teenager in ours.

Monday, May 25, 2009

An Entry to Endure


As hinted at in the previous post, Endurance has a significant new use; it now represents a character's ability to endure. This seems self-evident, but it can't hurt to have some explicit rules on the matter!

Before I can fully explain, I have to clarify what constitutes a round. In the Revised Game, a round is a nonspecific period of time, one that can be represent the seconds between a furious exchange of blows or minutes of lengthy expository dialogue as heroic adversaries size each other up. All a round is, then, is time enough for everyone to perform an action, and it is no longer a chronological division limited to combat alone.

Whenever a character is attempting to do something strenuous over an extended period of time, they spend Endurance to do so. How much depends on the task, and specific Endurance costs are further explained in the actual book. The effort is split up into rounds.

A classic example is the party's resident muscle-head holding up a collapsing building as others attempt to escape. Each round everyone takes results in the strong character losing 10 Endurance. So what happens if everyone takes too long and Muscle-head runs out of Endurance? He may simply give up, allowing the building to collapse and trap others inside as he steps to safety. But that isn't very heroic, is it? Instead, he may choose to press on, and begins to lose Health instead. If Health is exhausted, the character immediately falls unconscious and has no option of saving himself. The building collapses with him inside. Can he still be rescued? Well...I guess you'll have to see in your game.

Endurance also covers actions like holding your breath, resisting dangerous gasses, and other tests of stamina. No need to keep in mind hard to remember formulas or having to account for minutes in an otherwise abstract representation of time. It's all very simple.

Acacia here is certainly capable of conjuring all kinds of obstacles to test the Player Character's Endurance. Her devious witchcraft can cripple even the most stalwart of heroes, but her unrequited love for her partner Saspar could prove to be her undoing.

Monday, May 18, 2009

A Little Something for Nothing


Even though it's a change you may not notice right off, many of the Abilities have been reworked in one significant way: They're Endurance free!

That's right, no Ability has a built-in Endurance cost anymore – Well, except for Magic, but we'll get to that. While it worked okay in the original book, the way some Abilities cost Endurance and others did not begged an obvious question. "Why this one and not that one?" While there were a few cases that an argument could be made, for the most part there simply wasn't a good reason. Worse, in cases like Barrier and Heal, the exchange of Health for Endurance made them questionably useful. So problems like these have been eliminated.

This segways into another change observant readers may have already noticed, and that's the adjusted role of Perks and Flaws. Originally, these could only be applied to a select few Abilities, and mainly the Power Move Ability. The rename from "Power Perks and Flaws" to "Ability Perks and Flaws" carries with it the capacity to apply many of these to any Ability in the game. Of course, logic and common sense rule, but it's a change that allows much more versatility and a little less shoe-horning. That's not to say it's a free ticket, as some of the previous Abilities have been weakened a little to compensate. How do you get them back up to par? With Perks and Flaws, of course.

Magic still has a built-in Endurance cost due to its powerful nature. But it's an exception that seems to make sense. Magic is always tiring, after all. And the power to mimick every other Ability – or in the case of witchcraft, Weakness – is a power that needs some drawback.

Endurance also has some other new roles, but that's a topic for another day. For now, I leave you under the watchful eyes of Captain Jiro and Dr. Tomori. Between Jiro's compuslive work ethic and Tomori's network omnipresence, can you ever really be sure you're alone?