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RE: [HoE] Chips for Strain Idea



My group has played a couple of times now, and every session the doomsayer
runs out of strain pretty early. The sykers holds on a little longer, but he
runs out too. I think the players would love this idea, as a Marshal I'm not
sold on it yet.

>
>>      We got to talking today about spending chips to regain
>some Strain.
>> You can use the chips to regain everything so why not for Strain?
>>
>> White chip = 1 Strain
>> Red chip    = 2 Strain
>> Blue chip   = 3 Strain
>
>Do you seriously think this is necessary?  The various powers
>that require
>strain don't seem to be too strain exhaustive; I wouldn't
>think running out
>of strain would be a problem, particularly considering the
>ease with which
>it is regained.
>

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