Playtest 007: Power Management – putting powers to work

The Problem: Power Management

As you know, power management in combat is a huge deal in Let Thrones Beware. Having access to the right power at the right moment can help turn the tide of battle, and coming up short can leave your character defenseless in the face of an adversary’s attack. Lately, the need to manage powers has been butting up against the collection of in-game abilities that say “if you exhaust an additional combat power, you do [extra effect].” These powers are fun opportunities for players to have a big impact, but the cannibalism of combat powers can slow down fights, and that’s a big problem given my emphasis on combat wrapping up in three to four rounds at most.

The old Rogue class feature:

A Rogue who has an Edge while engaging an opponent can use an Interrupt power in place of an attack power (this means that your Interrupt cannot be prevented). When wielding a light weapon, you may exhaust a second combat power of any type to inflict its damage in addition to that of the Interrupt.

Upcoming Changes

I got to thinking about the how to refine this mechanic. My first inclination was to use a chit system to provide characters with a resource they could expend. Rather than making them deplete precious combat powers, they’d have a secondary resource (a pile of tokens). That seemed okay at first, but then I got to thinking about tiered play. E.g. what happens when they leave the Adventurer tier and end up in Champion or Legend.
In the Adventurer tier, heroes have a finite supply of chits that they can use – three total. In higher tier play, I want the players to have the ability to recharge their chits so they more functionality. Gradually over time (in Champion) or constantly (in Legend). It occurred to me that I already had a resource system: powers. Rather than requiring players find and use chits, I could use the non-combat powers they already have as markers.

The new Rogue class feature:

A Rogue who has an Edge while engaging an opponent can use an Interrupt power in place of an attack power (this means that your Interrupt cannot be prevented). When you have Edge, and are wielding a light weapon, you may exhaust a non-combat power to double the damage of the Interrupt.

Advantages of the New System

The new power management system provides flexibility for adventurers to exploit their powers while ensuring that they’d not left helpless; something that can be very boring if it happens to you more than once.
Now, when heroes leave the Adventurer Tier, the rules say, “when you use a non-combat power to charge a combat ability, place it in your pile of exhausted powers. If, when you are refreshing powers, you draw a non-combat power, draw an additional power.” At the legend tier, they say, “when you use a non-combat power to charge a combat ability, place it in a separate exhausted pile. When you are refreshing powers, draw both a combat power and a non-combat power.”
The increasingly potent regeneration of this resource will allow players to take advantage of the options provided to their heroes as they climb through the tiers of play – stunting and supercharged powers, for example.

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