ckafrica wrote:Caedrus: I think you need to more clearly define exactly how many (and/or kind) resources you available, what time frame you want the to recharge at, and how often you want them to be used. If you want people to go through at least 5 encounters a day and be able to use 2 buffs and 3 super powers per encounter than each player needs 10 buff slots and 15 super powers for the work day.
I was attempting to clarify that to some extent with the numbered list.
Anyways, consumable resources include:
-Wealth (kinda self-explanatory)
-Wounds (at higher levels, you will have access to ways to recover this that don't take such a long time, but they will cost resources like wealth and such. Healing that actually immediately puts your spleen back in is supposed to be more "special" here, rather than being a standby from 1st level. Anyways, if you get enough penalties racked up here, you'd probably want to retreat altogether instead of stopping in the middle of a hostile area, and this is supposed to be basically the next worse thing to a TPK. If you're retreating from the Big Bad, he's gotten away, succeeds in his evil plan, etc. If you're retreating from the big damn dungeon, the guards and fortifications and such will be replenished by the time you get back and you just have to start all over. The idea here is that you're accumulating those negative level-type penalties from something a little less severe than death because we want failure to still exist while making character death a more permanent affair)
-Items (Can actually include more than just potions. Breaking shields and stuff happens. Don't worry: It doesn't fuck over player WBL or force arbitrary wealth-replacement-by-DM or cripple players or anything like that. I've already accounted for those issues. But it will result in your shield being broken until you repair it or get a new one.)
-Action Points (Kinda self-explanatory)
-Some spells (or, alternatively, some way of sidestepping the issue of unlimited utility for certain effects to avoid spamming. This could include expending other resources, like wealth or XP or whatever, but then you're getting back to certain spells being a consumable resource anyways, if perhaps slightly more indirectly).
-People (if they die, they're gone. Likely to happen to henchmen and so forth. Resurrection doesn't really happen short of an adventure into Hades or something)
These things are not likely to go away as limited resources because that would compromise *other* design goals.
The exact time frame to recharge these things is variable. Want to get more action points? Well, those will be recharged either per-arc milestone, per-level, or by a system kinda like the one in the OP. Want to get more wealth? Go back to town and get some. Want more consumable items? Craft them or go back to town and buy them. Want more people? Well that'll take however long it takes to find new henchmen or whatever.
As for how many encounters per day, I would think that it would very often by a low number, like 1-3, simply because that's how narrative pacing works best in so many stories. However, I also think the game should be able to accommodate trekking through the giant dungeon maze and going through a larger number of encounters and traps without being forced to rest too fast, and I thought that a system of morale boosts like that mentioned in the original post might offset the impulse to stop for the day, regroup, and recover.
And of course, if you have a system where you can immediately recover after every "encounter" things like a maze of traps wearing you down just doesn't exist because that arrow trap wound just goes away immediately after it happens.
To prevent novaing, it might be worth going for a limitation on the number of "daily" super powers a character can dish out in a single encounter but allow a large number over the day.
That way I can't death ray spam for a whole encounter but can use it in X number of encounters over the day.
Yes, this is how I am doing things already. A character simply does not have the tools to pull off all his best powers in quick succession. The exact mechanics resulting in this differ from class to class, but all of them have various setup elements (such as a Rogue not being able to full sneak attack in D&D 3.5e until he is in a position to flank *and* starts the round within range, for a basic example). The game structure makes spamming the same ability over and over rather impractical and encourages a more dynamic action flow.
Having a charge up where you need X amount of "regular" hits to drop before you can unleash your super powers is always an option as well.
That is another example of a setup element, yeah. All classes have mechanics that have the same basic end result as that.
A seventh sea style flesh wound / dramatic wound system can be good for seeking a balance between minor and major damage. It gives you a threshold for damage taken before a serious wound is taken and all flesh wounds are cured immediately after a short rest.
This is actually the idea I'm already using. As I said before, most of your damage will just come back immediately as a result of
Hollywood Healing, but serious, dramatic wounds have lasting effects.
Whether you want to make dramatic wounds seriously effect the character or not and how easy they are to heal are another questions you'd want to consider.
These wounds are difficult to heal. True fast-acting healing magic is a special affair and is relegated to higher levels and expenditure of meaningful resources like "Blessed Water of the Spring of the Sun and Moon"