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Re: [HOE] Strain not straining?



> One thing that I don't like about the strain system is that it doesn't
> seem to really represent what it is supposed to.
> Pg. 119: "Channeling supernatural enegy through one's body is stressful."
> Pg. 29: Strain: "This is powerful stuff, and it burns going down."
> etc.
>
> But there really isn't any drawback to losing strain, so in the end it is
> just a number to keep doomies and sykers in check rather than a
> representation of how taxing using these powers are.

While I haven't yet had any doomies or sykers as such, you have touched upon
something I've considered.  As a Marshal with a party consisting of mostly
norms (two Lawdogs, a Road Warrior, Templar and a Junker), I haven't had
much experience with Strain, but it doesn't really seem to do what its meant
to do.  I've always though that Doomies and such should be physically tired
by the use of their powers.  Instead Strain acts like a battery completely
removed from the physical.  On the other hand, the story in Leftovers had
the Doomie act like a battery.  When he lost his powers he wasn't tired,
just kind of useless.

Anyway, I like both of your suggestions equally, and will implement the 1st
one if I ever have a doomie or psyker.  However, this may make the doomies a
tiny bit more powerful (Wind is regained easier the Strain), so these
suggestions really need to be playtested.

Marshal Bryce