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This might be the most Noodly Design post yet! Major, major revision to how things work in our nascent RPG and I want to write this up now while it’s all fresh in our minds.

This post is a summary of some VERY headache-inducing meetings we’ve had over the past few weeks as it became more obvious that something we thought was Basically Working and solved was NOT in fact solved, OR basically working. That's when the headache’s start. Literally sitting in design meetings AUDIBLY groaning and saying “ARGH why can’t anything be easy?!”

But before we get stuck in, I should point out: it’s impossible to recapture every thought, statement, argument we had getting here. This post is not a word-for-word repeat of the weeks of discussions we’ve had about all this and it should not be taken as such. There is a real limit to how much you can learn about game design, and our actual process, from reading these posts. Because there is a limit to how much I can capture in any post or livestream.

In other words, my ability to EXPLAIN these problems and our proposed solutions is not the same as the ACTUAL problems OR the work we’ve done trying to solve them. So be aware that there may be some “translation” errors in this post where I am unable to fully capture all the work we’ve done and thoughts we’ve had.

But we want to keep you up to date, we want you to see, as much as possible, the real actual process of wrestling with design and that is this. But remember, this is a map of our meetings and thoughts and work. And the map is not the territory.

Anyway! Big meeting today and you are getting an update written literally moments after the meeting ended! Big problems that we think we have solutions for. First problem!

Class Resources Out Of Combat

As you know, your class has some Resource (Fury, Insight, Ferocity, Clarity, Eloquence, Focus, Discipline, Coolant) that you manage over the course of a combat. It lets you do extraordinary, heroic things. Longer a battle goes, the more of this resource you have, and so the more epic the battle is. Battles get cooler the longer they go.

This is working. It is fun.

But what happens to your class resource out of combat? Like D&D, our game is about fighting monsters. But it is not ONLY about fighting monsters. The Talent has “Telekinesis” which is NOT an action you take in combat, it’s just a class feature. “You can lift and move things with your mind” is what it boils down to. And you can spend Clarity (or accumulate Strain if you have no clarity, the Operator is probably going to have something similar with Heat and Coolant) to boost this during combat.

So how do you boost it OUT of combat? Well, the obvious solution was: your Class Resource persists between encounters. You don’t lose Clarity unless you spend it, so after a monster fight, you’ve got some Clarity to spend if you want to rip a door off its hinges with your mind!!

This was not working. 😀 It was a huge pain in the ass. It created annoying problems we were spending a lot of time trying to design around. Like players trying to keep enemies alive after the end of the battle just to “farm” them for resources. Gross.

But we need SOME language, some concept of how you can use your combat abilities outside of combat. If the Shadow has a short-range teleport they can use IN combat, it would be pretty ridiculous to just rule “no you can’t do that out of combat.” But if that cool shadow-teleport costs Insight (the Shadow’s class resource) doesn’t that mean I need to “keep” my class resource out of combat? Otherwise, yeah we’re just saying you can’t do that cool monster-fighting stuff when you’re not fighting monsters. Also gross.

Also, we expected adventures to also work like encounters writ large. Where the closer you get to the end–the dramatic finish, the epic battle against the Scion of Orcus–the cooler stuff you’re doing. So, presumably, that means I have MORE access to my class resource toward the end of the adventure. So surely SOME of my Fury MUST persist across battles? Otherwise how exactly do we start the battle against Count Rhodar von Glauer with a lot of resources??

?!?!?

Healing

Also, how does healing work? What governs or limits how much you can heal? In combat, this seemed like a solvable problem. Most healing abilities just restore stamina. A very few restore Health, and that’s how we limit how much health you can get back.

But does that mean OUTSIDE of combat you’d just use that ability as much as you wanted and instantly reheal back to full? What happens if you take damage outside of combat, like…a trap? No initiative, just…BOOM! You triggered a trap, you took some damage, that’s it. Do you have to go back to Rivendell? Just to heal up from taking some damage out of combat?

Or does the Conduit just burn Virtue to heal you, thereby defeating the purpose of hanging on to your class resource outside of combat? Ugh.

In order to understand our solutions, I think you need to know what we assume about “taking a rest.”

How We Want Resting To Work

We think it’s better if the players aren’t thinking in terms of “I need to sleep for eight hours to recover all my spells and hit points.” It’s a kind of explicitly gamist thinking I’d be happier if we could avoid and, ideally, replace with something better. That’s what a Rest Scene is for!

A “rest” in our game is a type of scene. It is not just “sleeping.” Or “spending the night doing nothing.” Your character does those things automatically, they are not worth commenting on. Normally nothing dramatic happens when you sleep, so let’s skip it.

Instead, “resting” is what happens in Rivendell. It’s “Going Back To The Inn.” It is returning to (or finding, or creating) a place of safety. When you go Out Into The World you are gradually becoming more ready, more battle-hardened, more “on.” They might all be rested after Rivendell, but I am way more afraid of the Fellowship when they’re all on edge and hungry and ready for danger in the bowels of Moria than I am when they’re all fat and happy and full of lembas bread as they leave Rivendell.

That’s the kind of arc we’re trying to capture. We don’t currently have a good term for “the time between Rests” the way an Olympiad is “the time between Olympics” so we just call it The Adventuring Day except we put air quotes around day. 😀

And The Rest

It’s sort of impossible to sum over all the issues we were slowly accumulating over the course of testing, but they all come down to a tension between Fighting Monsters and Everything Else. I mean at one point a few weeks ago I suggested: everyone has two character sheets. One for Fighting Monsters, one for everything else. That should give you some idea how annoying this problem is. 😀

I didn't think that was a GOOD IDEA! I just wanted to think for a while to determine if it was smart or stupid and I wondered if anyone else had ever done that.

It was getting more and more obvious that we needed a better, clearer, more straightforward solution to “what happens to your class resource when combat is over?” And “what are the limits to healing and how do players heal in combat, out of combat, and what does Resting get you?

We had many solutions, but most of them just felt like more bookkeeping, more accounting, more work for the player or Director, not more fun. So we had to keep pounding our head against the keyboard until something shook loose.

Here’s what we got. We think this will work and we’re excited. But! We thought that about the previous version!

The Encounter Clock

We don’t yet know the full implications of this, and we won’t know until we test (we’re scheduling an internal test this week!) but we currently like the idea of an Encounter Clock. We’ll come up with a better name for this, probably. 😀

The first encounter after a Rest Scene, you start with zero resources.

Second encounter? You begin the battle with one of your class resources already. Third encounter? Start with two of your class resource. It caps out at 6, but this is just for first level. This “clock” resets when you take a Rest scene.

With this, we can kill the idea that your class resource persists after the combat is over. Because we don’t need it to, in order for late-adventure battles to be more epic than early-adventure battles.

And now there’s a real incentive to “press on.” Keep going. “We can’t stop now, I’ll start the next battle at MAX FURY!” Or, more narratively “We can’t stop now, I’m mad as hell! If we Rest I’ll be full of carbs and then I start getting reasonable!”

BUT there’s no advantage to prolonging a combat just to “farm” more resources. I’m sure some folks will immediately reach for “ok quick let’s kick a puppy, wait an hour, and kick another one until we start the day with max resources!” But the Director decides what counts as an Encounter and kicking puppies does not qualify and that kind of rule is obvious and would be part of any fighting monsters game in one sense or another.

Stamina is Dead, Long Live Recovery

For different reasons in different meetings on separate issues, we were starting to detect the need for something like a Healing Surge from 4th edition. Or Hit Dice from 5e. Basically, a healing-resource which was also limited, and which you replenish when you take a Rest.

IF we had something like a Healing Surge, which we were calling a “Recovery” before (about three seconds before) we realized we were basically reinventing healing surges, then we don’t need to treat in-combat and out-of-combat differently. Taking damage in either scenario means the same thing; you lose some health and, if you want to get it back, you need to spend a recovery. We think probably everyone will have some ability to “Take A Recovery” and regain some health during combat but it will be very limited. Probably once per encounter. And healing classes allow you to break that rule and use more recoveries during a fight.

We also liked the idea that, at the end of the encounter any excess Class Resource you have turns into Health. We wanted folks to see how their class resource was still helping even once the battle was over.

At this point it started to seem like Stamina was a weird combination of Too Good and also Too Much Bookkeeping. If we use Recoveries, then we can ditch Stamina and just have Health.

We like the idea of spending Stamina to get another Maneuver, but we very much DO NOT like the idea of spending health to get another maneuver. But! You could just spend your class resource! We like that! We’ve known we wanted more and better things to spend small amounts of your resource on during combat and this is a great example. 1 Fury buys you a second maneuver once per turn? Sounds good to me! Is that too good? Then it costs 2 Fury!

Or maybe it costs your Recovery? We got a lot of options now, just gotta dial in what experience feels best and is the most straightforward.

So this seems like a case of; we were going to need Recoveries anyway, and now that we have them we realize we don’t need Stamina. On paper, we liked that stamina gave you this free pool of damage you knew you were going to get back anyway, so why not behave recklessly a little while your stamina is full?

But in practice players don’t really behave any differently, they still want to get stuck in and start doing cool stuff and they know they’re gonna take damage in the process whether we call it Stamina or Health. And knowing any Fury or Focus or whatever you have left over at the end of the battle converts into healing is functionally the same as replenishing all your stamina even if the math isn’t exactly 1:1.

Spending Recovery To Exert Yourself

IF you have Recovery AND it works this way, THEN we can say: outside of combat if you want to “push” yourself and do something extraordinary that would NORMALLY (read: in combat) cost your Class Resource? It costs a Recovery outside of combat.

It won’t be 1:1 like that. It may be spending a recovery gets you…3 of your class resource. Or…half your total, we don’t know yet. That’s something we need to try and experiment with to dial in. But that’s the basic idea.

The Talent could already use Telekinesis outside of combat, but now they can push themselves outside of combat, they way they can IN combat! And other classes with similar abilities can do the same. The Shadow who wants to use Assassinate outside of combat…can! Just burn a recovery. Or two or three or whatever.

We think this will work. And we get to keep that tension of “Well, we’re low on recoveries. We should take a Rest Scene. But we’ll start this next encounter with SIX resources if we press on!”

Now this might mean there are times when you’re making that decision about the Final Boss. And taking a Rest Scene in that moment would mean fighting von Glauer with all your health…but NO class resource!

Well, fine! That’s something that could happen, sure. Still be an epic battle! Just not instantly epic the way it would have been otherwise and frankly we think just normal adventure design will cover this.

Because we’re not talking about just “sleep for eight hours” here, remember. We’re talking “let’s go back to Rivendell.” And that…that is not an easy decision to make, no matter how much you like lembas bread, when you’re deep in the bowels of Glaur Castle and the Lord of Glauer is on the other side of the door. I think we can make that work.

And if you can convert Recoveries to Resources out of combat…you should probably be able to do that IN combat? We think that’s just another use of your Self-Healing. All characters are going to get a One Use “Burn a Recovery to Heal” action and that action will say “Heal X or Gain Y Fury” or whatever. Boom. Very limited, but still useful and it represents the fact that combat is “zoomed in.” Outside of combat, we don’t track time that finely so you can burn multiple recoveries to gain resources.

Under The Hood

So, what's really happening is this: your character buys their class resources with health. It shouldn’t feel that way, that's why this heading is "Under The Hood." It should feel like you're building Fury and doing cool stuff with it while it JUST SO HAPPENS a bunch of monsters are trying to kill you and you’re losing health.

But in terms of the resource economy, you're gaining your class resource while you're losing health and the only question is, does your character lose health faster or slower than some other character and that's mostly down to the choices you make in combat and whether you're a front-line hero.

Then your Recovery is the resource you spend to regain the health you traded for your class resource. Again, it shouldn't feel like that, it should just feel like you need to rest because you just got the crap beat out of you and you're low on health. Classic. And we feel like we have a better definition of what counts as resting, described above.

What this means, then, is that your recovery becomes a medium of exchange. Between the class resource that lets you do amazing stuff, and the health you lose because of the inherent risk of fighting monsters.

With this in mind it became obvious that we could sort of cut to the chase outside of combat. The director has not called action, we are not taking turns using initiative, we are out of combat. So if you need to push yourself and use some ability that would normally cost your class resource, you just spend a Recovery to do the same thing out of combat.

“In combat” and “out of combat” are now just two different time scales. In combat we care about seconds passing. At that scale, zooming in that closely, the rate at which I gain resources and the rate at which I lose health need to be independent. But the output of each encounter is: “I have lost some health, I may need to spend a recovery. If this continues I am definitely going to need to rest when I run out of recoveries.”

Out of combat, there is no such time pressure, there is no explicit threat of violence with the commensurate loss of health you get when you're fighting monsters. So it's better, we think, to just go directly to letting the Talent boost their telekinesis by spending a recovery.

But both activities create a trend toward losing all your recoveries and needing to rest. Which we want and need. Because that decision: press on or Rest, is key to feeling like a hero! Heroes keep going!

Anyway, that’s how we think our game works. No more stamina! You want to buy a maneuver? Spend a class resource! You want to regain health in combat? Use a Recovery! Are there limits to how normal characters can use recoveries in combat, and then healers break those rules? Probably!

Bloodied

Well we all missed Bloodied from 4th edition, so we should not be surprised to find it making an appearance here.

One thing we DID like back when we had Stamina was that “Reality Check” moment that happens when someone says “Well, I’m out of stamina.” This rarely happened because the player spent stamina but it OFTEN happened because they took damage and just ran out of Stamina.

There was no mechanic attached to that moment, it was just an important milestone in the battle. It communicated to the table “we’re getting close to the edge here and I will need healing soon.”

And it sort of sucked that there was no equivalent indicator for the enemies. Without the Bloodied condition, there was no way to “tell” how wounded an enemy was apart from the Director using flowery prose.

So! We’re probably going to have some condition, maybe literally “bloodied” that you get when you’re at half health and so do all the monsters. And this will be printed on your sheet so you don’t have to math it in combat. And probably some class or ancestral abilities will take advantage of this. The Fury gets MORE Fury while they’re bloodied!

That’s All

I mean, that’s enough! I think this is the most “actually communicating the work and headaches that come with Game Design” post we’ve had so far, but probably not the last!

We also got a lot of other stuff done, we have a new prototype of the Mage and Shadow we’re excited to test, and we’re planning on testing ALL OF THE ABOVE, No Stamina, Recoveries, The Mage, The Shadow, Resources Convert To Health At The End Of the Encounter, all that this Friday. Cross your fingers!

Thanks for the support folks! Thanks for being our Patrons, we all really hope you get value out of these posts. It means the world to us. Writing these posts up is actually a lot of work for us, but I enjoy it, I enjoy the transparency, I love seeing folks reading these posts and really thinking about them. Folks show up in our Discord all the time with questions based on these posts, and we often see other patrons explaining our reasoning and intent and that feels really good.

Hopefully this revision goes smoothly, improves and streamlines the game the way we hope, and we’re closer to a Patreon Packet for you all. 😀

Stay Tuned!

Files

Comments

Valley Lars

Its a good thing I’m italian

Thomas Pinkham

Hello, I consider it a happy accident that I get to read this, but this seems like it's meant for the 8 dollar tier? Was this posted early by mistake. I might be wrong, just figure I should mention it as this post seems very design-y

ZooSKP

OMG Matt, not to be pedantic, ok YES to be pedantic, you of all ppl know the Fellowship get their lembas at Lothlorien, not Rivendell. How can I support a game designed with such ignorance?! J/k, the design is awesome and exciting.

Frederica Teather

Loved this, your posts inspire me in my games 😁😁

GubDM

I love the bloodied condition for players, but I wonder if it will feel like double dipping or at least overlapping design with the Last Stand thing y'all plan to do when a hero is at 0 HP. If I gain more Fury when I'm at half health, shouldn't I be getting a fuck ton of Fury at zero health?

GubDM

also I love Coolant as a resource lol

Ben Bridges

I love the recovery system and the building of resources with each encounter. I am going to make a prediction however that you may find in play-testing that players simply WILL NOT see retreating as an option with this system. Which is very cool and dramatic to have a final stand, screw it if we die as long as we get the bad guy. But at the same time removes some strategy and choice that the game assumes it has but perhaps doesn’t really. Overall very cool post! I think the recoveries are very neat.

Dan Estabrook

I love these close looks at the process. Thanks for including us!

Vitruvian Link

Wow, thanks for the post! The more noodly the better! I'm sad to see Stamina go, it was honestly my favorite part of the design, but I get it, as an engineer I've had to ditch cool designs because they weren't working. And moving from Halo style health, to GoW style resource management isn't a bad thing! This post brings up so many questions! What happens to humans base ability? Do they just start with extra recovery? When healing from resources do you heal based on how much you have at the end of battle, or how much you have minus your 'base' determined by how many combats you've had? Will increasing the amount you heal at the end of each fight (due to the encounter clock) encourage people to take more risks, or encourage them to split up battles? Exciting to see where everything leads! My one humble suggestion is for "adventuring day", instead have a state of being for the character, "Adventuring", "resting", "Fighting", "Negotiating". Instead of the characters being "in initiative" or "in the middle of a rest" like in DnD, they are simply "fighting" or "resting", and that brings with it a specific suite of rules. When you are "adventuring" your class resource works this way, when you are "resting" it works that way.

Gustavo

Is there an in-world explanation why heores don‘t heal if they sleep? What kind of damage doesn‘t fade over a period of time even without Rivendell-Rest?

Leon Obrenov

Really curious to see how playtesting “spending recoveries to gain a class resource to do a cool thing outside combat goes”. On paper, that reads to me like ‘everyone is cooler in combat’ for no particularly good reason / that to be ‘cool’ outside of combat, you need to jump through more hoops.

ZooSKP

Do we need an explanation? One of the most made fun of things in 5e is you can simultaneously a spinal fracture, loss of 3/4 of your blood, and a collapsed lung, but then sleep it off by laying down on the floor for 8 hours. The new game's recovery system is just slightly less that way.

Robin Berberat

It's less "they don't heal while sleeping" and more "8 hours of sleep are not enough to properly heal all the wounds sustained after multiple serious battles where monsters try to kill you".

Robin Berberat

I like that the design supports the idea of the fantasy of "pushing people to the brink can bring out their real strength". Maybe healing via character actions will also become a more meaningful part of the game should a player choose to want to do that. Though i can also see a dedicated Healer maybe trivializing the need to "go back to Rivendell". Maybe not. In any case, can't wait to get my grubby hand on some playtest material in the future.

Dhavaram

Very cool to see the process, or at least the map. If we want to see the actual terrain, I guess we need to start designing our own games or at least sub-systems for someone else's game. One way you might make use of a movie clapboard is to keep track of the encounters since the players had a rest scene, with slots to put the names of the previous scenes.

Dhavaram

I really like stamina, but I like this better. It makes more sense overall and it is clean and elegant design.

Philip Richardson

Such a big fan of you all sharing this with us. I love that “bloodied” will rear its beautiful head again. I often have this on all my “boss” monsters because the slog of HP bags in 5e is very real. You want cinematic, well, this guy just realized he might not make it out alive and decides to pull out all the stops. It’s that “buckle up folks” moment tabletop games need! Very excited to make the switch to the MCDM RPG.

Clay

I really enjoyed this post! I read the Dramatic Finishes post and this back to back; the first left me with a slightly concerning itch, and this post scratched it. The system of resource accumulation feels very satisfying on paper here, more than any other update i've read! It feels like the recovery to push yourself outside of combat flows into having "cantrips" for every class, and then using a real power becomes more dramatic in a non combat environment.

Adaea Raine

I agree, stamina sounded great but this all sounds even cleaner. My only hang up is that I don't love the use of "recoveries" as the name of this new resource. "Stamina" was very clearly what it said on the tin, but recoveries don't make as much sense, nor does "I spend [a] recovery to ____" vs "I spend stamina to ____"

aiden davenport

Very elegant solution with recovery. I love how simple this game is so far. Makes me want to teach people.

B.B. Crow

I have been liking the control over short rests in BG3. Especially limiting them to twice per long rest. Definitely makes me think when I am adventuring. However, there’s not a huge downside to long resting in the game. I think your spin on recoveries makes resting so thoughtful and adds DRAMA to everything. I like it a lot. Happy to be a patron :)

Kuroshi

I was quite in love with the idea of Stamina, but it's not my game and you are all experienced designers, so I defer to you. Having a number of Recoveries that reset when you take a Rest brings to mind Estus Flasks from Dark Souls (probably my favourite solution to recovery in video games). Though you can't spend those on anything other than healing, so it's a mostly superficial comparison. Anyway, it's such a privilege to see you develop this game.

Martin Griffin

I love all of this. I love the process & discussion. I’ll probably never design my own game but love thinking about these things. Can’t wait to play. Keep it coming!

MixUpPixels

I'm currently releasing a podcast about designing my first ever game, and I empathise with the struggle of summarizing big progress into little understandable bites!

Graham Schofield

I run a ‘spend hit dice for extra uses’ system in my 5e game. It’s not perfect but it encapsulates wanting to push yourself. I will say that I suspect that if stamina regenerated every round at a base rate then players would be more likely to spend it for fear of ‘wasting’ the regen.

Liam

Well, heroes are cooler in combat, surely. And, in combat, you are risking your health to gain class resources, and outside of combat, you use recovery (which is a proxy for health) to gain class resources. Doesn't read like extra hoops to me at all

Otávio Schaitza

I wonder why it cannot still be called Stamina. Spending energy/effort to heal yourself or to build up your abilities sounds like stamina to me.

Valley Lars

Because the post is “noodly”

Nathan Lee

I feel like these posts have done a *super* good job at showing game design. As I was reading I thought "what about an encounter clock?" and then the post said the same thing! I have 0 game design expereince (outside of running a game, I guess?), so something must have rubbed off on me about how to *think* like a designer. Super happy to be a Patron.

Richard Miller

In regard to a term for the time between rest scenes, Sojourn was my first thought, but Sortie was a close second.

Spencer Aurand

First, I love these posts, there is little else I get genuinely excited about reading when I see a Patreon post pop up on my screen! This may be the first post that made me less excited about the game (taking me from 100 - 99) the idea of Recovery and swapping for class resources feels like it makes all the classes more similar and less distinct, like their all doing the same things in combat to stay alive. I don’t actually know what I’m talking about though, I haven’t played anything yet. (Yea testing packets!!) Also, if I’m understanding the Encounter Clock correctly characters start each subsequent fight with more class resources while still having ways to build class resources in combat. So likely wouldn’t parties often end a combat with more class resources then they started with, or maybe just a few less, that they can then convert into health. Then, at the start of the next encounter the have more health and more class resources then had at the end of the previous fight, the director made the stronger and healthier before the boss fight instead of depleting their resources and forcing them to make a difficult decision. Basically, if you can convert class resources into recovery and you can us recovery in and out of combat, doesn’t that mean starting each encounter with more resources then the last is basically giving characters a free rest because the can spend all their recovery to heal knowing their going to get a bunch of class resources at the start of the next fight?

Primer

Love the openness, and I'm excited for the game. I realize you all are swimming in unsolicited ideas, but a thought that seems worth sharing: Building resources in a fight sounds fun, but does it need to work that way for every class? Using League of Legends as an analog, this is like the Rage resource on champs like Renekton. It feels cool to get rolling in a long fight. But other champs that use mana or energy have a different power curve over time, sometimes bursty frontload, and sometimes even power over time. It goes a long way toward making the characters feel totally different. And if only some classes build their resource, the in/out of combat upsides or downsides are up/downs of the class rather than the whole system.

Bryce Anderson

We also love the transparency and appreciate the effort that goes into these posts. It’s neat to get an insider look into a bit of the process.

Dudimus

I always had an inkling that resources management between encounters would have some issues, but didn't have a concrete idea what it would be. But I always knew you would find an answer. While I was reading your description of the problem, I thought adding a shared party resource that ticked up every encounter (sort of like threat, but for the party) would be the go to solution. Then I kept reading, and you guys basically did just that! But more elegantly, and taking into account healing between encounters. One of the reasons I don't post all that often is that whenever I think of a potential problem with the game you guys find and solve that problem yourselves. (Sometimes in the same post, just like today.) I quickly realized that you know what you're doing and don't need my help to get this right. My only concern with this new idea is that people won't want to expend their recoveries between battles, since there's no way to get them back, while building those same class resources occurs naturally in combat. But if this proves troublesome I'm sure you'll get it working better in no time.

Ian Hastings

Great insight! I agree about the Recovery dice idea and bloodied. I imported both of those into my bastardized 5e game with my players and I think it works really well, especially the bloodied term when used with npcs.

Kwint

Hi ! Hang on, it's a long way and I'm thrilled to see beyond the curtain. Primer and Spencer already speak out loud what my mind was strugling to word out. Primer talked about LOL, I'll rely on World of Warcraft : each classe has its ressource, but build it differently : combo for rogue, each standard strike leaning towards a powerful/useful strike ; mana for spellcasters with a pool to manage... I understand the way you've chosen, but for the first time in this adventure, I disagree with the direction. It feels artificial to me.

GubDM

I'm not sure if you've read previous posts, but each class in this game does generate their resource in a different way. This post just mentions that when you begin combat, you start with an initial pool of pre-generated resource. After you spend that, you still have to generate it again by engaging with the fantasy of the class. Heroes don't gain Fury and Coolant in the same way, obviously?

Liam

The whole point is to have more and more resources for subsequent fights. Also, I don't see why parties would have more class resources at the end of the fight then at the beginning. I think that would only be true if you assume fights in this game to be like they are D&D, where some fights are "easy". Because this game is meant to be heroic, I suspect that the intent of is for fights to be a significant drain on class resources and health, so that the issue you bring up doesn't happen

Roman Penna

I really love the resource management in games, and this seems to go deep into that more so than the previous iterations, so looking forward to testing and seeing this in action. Having to go back to the drawing board (in some regard) is also interesting to see where the design then lead, after having to toss some things out.

Michael Albert

I had exactly the same thought. I'm excited to see how this design goes, but I feel like it could be "branded" better. Honestly, I actually think the term "stamina" would cover this resource as well (though I understand that using the same name for something that works so differently could lead to confusion). Intuitively though, "stamina" just makes more sense to me here. I don't have a good intuitive sense of what it means to "use a recovery", but it makes perfect sense to me that I would burn through some of my stamina to heal, or to gather more of my class resources. I'm tapping into my inner reserves to push myself to keep doing heroic things both in and out of combat, but at a certain point, I'm going to run out of stamina and need a rest.

Michael Albert

I'm loving these posts -- it's fascinating to watch the problem solving aspect of game design! I'm curious to see how this playtest goes. The switch to recoveries is interesting (though I feel like just calling them a "stamina pool" would be more intuitive), and I'm curious to see how it feels in play. My one worry about it is that I'm getting 4e flashbacks, specifically with the idea that even if I'm being magically healed, I still need to use a healing surge. That just always felt strange to me -- the healer uses magic to heal me, but I still have to burn one of my healing resources. It feels a bit like it's taking healing out of the hands of the healer, and putting the burden on the "healee". Then again though, this may just be my own hangup with 4e, so I'm looking forward to learning how the tests go!

Mattamue

Shield solved the health pickup problem for first person shooters. I think the lesson I got here is that while stamina solved a similar problem it was a little too small scale. Refreshes or what ever are bigger scale. Granted that's within the larger point that design solutions are always unique. Having this example helps, though.

Otto’s Workshop

Hhmmm… the resource management is making me think of competing dice. Perhaps rolling Class Resource against your Recovery dice for your total recovery outside of rests? That could probably be done simpler with a positive or negative modifier.

Dave Molnar

These posts really are the design equivalent of “delete your art” wonderful to see how you have to not be precious about this stuff to ensure you’re making the best end product

Ian Hastings

I do like the idea of the ability to increase usage of "powers" as the characters push on. However, what happens when the Director wants to start an adventure out with a bang? In those cases the characters would start with no resources but I also think you may have solved this with: ** All characters are going to get a One Use “Burn a Recovery to Heal” action and that action will say “Heal X or Gain Y Fury” or whatever. ** This will be a good way to prevent all adventures having to be the same structure. I also what how the wording will be to gain resources per encounter. Will it feel weird as a player when you have to note that this is encounter 2 in the adventure? Example: Fury: Gain 1 Fury point per encounter after the 1st encounter. Lose all Fury at the end of an encounter. (I feel like there has to be a better way to word this.)

Hunter D Garrison

First off I love these "under the hood" updates --- All of these changes make sense. I do start to worry that with all of the "cinematic" language rules like a Director saying "cut" or "action" to trigger scenes - the game could begin to feel like the Players are roleplaying Actors playing characters? Maybe it's just me but when I hear something like cut or action in an RPG it, if only for a moment, takes me out of the world.

BRex

I guess that might boil down to GM style and preference in how they want to visualize the scene. E.g. the GM in the latest Candela Obscura also uses cinematographic language to describe a scene, while Matt Mercer doesn't.

Spencer Aurand

I guess the kinda thing I was thinking of if when thematically and functionally the heroes are in a situation where they out number the enemy. “The heroes are weak but know they don’t have time to recover back at base, they hatch a plan to take the baron by surprise when his elite guard are distracted.” Do we just make that fight hard anyway even tho the players worked to make it easy, is it just not an encounter at all? But you’re right, with it being specifically a good heroic game perhaps they will always be right on the edge.

Hunter D Garrison

Very true, GM's can always use their preferred language or way to transition out of a scene. I also suspect that the need to yell "cut" may go away with this change to recovery.

Marcello Mastrangelo

I really liked the idea of having a resource called stamina so Im with you on renaming recoveries to “stamina” or something

Kyle Lowman

I don't have anything inherently important to say, but I feel like it needs to be said occasionally: I love these updates, I'm SO stoked to see how this game feels when it comes out, and I love feeling included in the process when I read these posts! Keep it up, y'all!

CADaniels

This has probably been asked before, but with the idea of armor as damage reduction, doesn't it become possible that (even without rolling to hit) you can get a null result if your 2d6 roll is low enough for the armor to cancel the damage entirely? This doesn't seem to solved the "roll, miss, next" problem.

mcdm

You Counter (automatically deal some damage) to a foe when your armor reduces their Attack's Damage to 0. So something does happen. THEY take damage for missing. -James

CADaniels

On paper and at first glance, that reminds me of crit fumble systems. But perhaps in the balance of the rest of the game it ends up working. I'm interested to see how it plays out. Thanks!

Plaidpoet

Love these update! I’m home brewing And brainstorming Ideas alongside the updates! Love the resource management! I’ll miss stamina though :,(

Ryan

In 5e I've been playing that drinking a potion as a bonus action requires you to roll for HP whereas drinking it as an action gives the maximum of the roll. I wonder if that might be a valuable mechanic for using recoveries in combat vs outside combat. Taking that a step further, would it balance "unlimited" usage of abilities outside combat by increasing the time needed to use them?