Hope and Courage Pools
Posted: Mon Feb 06, 2017 10:17 am
Having GM'ed the game for a few years now I feel the mechanics are very much designed around refresh of 2 hope/session (pool+focus) meaning 1 hope/session for a ranger.
We now however have group that consists of a high experience ranger and a high xp elf and 2 mid-xp characters. This has resulted in 2 characters getting 4 courage/session for the past 3 months. Further with honey cakes and a hobbit even accounting for the characters holding back 2 courage each for bonus AP/XP, it means that there is an equivalent hope pool of 13 (=6hope+4 courage+3 focus) available to the 3 characters while the ranger still only has access to 1 hope (his focus).
On the occasional RP sessions where rolls are either few or mostly average TN it means that the pool is relatively untouched while the ranger has almost certainly used his single focus refresh. Over the months we have 3 characters almost permanently on full hope and a ranger generally on a few points.
It therefore seems to me that courage is skewing the mechanics significantly.
I am not keen to implement pool refresh at key stages as often the direction the adventure is taking is somewhat blurred or may get side-tracked.
I have however considered starting the session with the hope and individual courage pools behind the screen and require in-game actions to fill the player side, e.g. a hope worthy action moves 1-2 hope from screen side to player accessible pool. Similar thing with courage - there has to be an event from which the low xp character can take courage, generally due to the actions of the high xp character.
We now however have group that consists of a high experience ranger and a high xp elf and 2 mid-xp characters. This has resulted in 2 characters getting 4 courage/session for the past 3 months. Further with honey cakes and a hobbit even accounting for the characters holding back 2 courage each for bonus AP/XP, it means that there is an equivalent hope pool of 13 (=6hope+4 courage+3 focus) available to the 3 characters while the ranger still only has access to 1 hope (his focus).
On the occasional RP sessions where rolls are either few or mostly average TN it means that the pool is relatively untouched while the ranger has almost certainly used his single focus refresh. Over the months we have 3 characters almost permanently on full hope and a ranger generally on a few points.
It therefore seems to me that courage is skewing the mechanics significantly.
I am not keen to implement pool refresh at key stages as often the direction the adventure is taking is somewhat blurred or may get side-tracked.
I have however considered starting the session with the hope and individual courage pools behind the screen and require in-game actions to fill the player side, e.g. a hope worthy action moves 1-2 hope from screen side to player accessible pool. Similar thing with courage - there has to be an event from which the low xp character can take courage, generally due to the actions of the high xp character.