Resources and Abilities

Resources and Abilities #

Just about every game of a certain level of complexity has an “economy” of sorts - a series of numbers that go up and down, advantages that dwindle, and such - that set pacing. I’m going to refer to the tracked things as resources and encourage you to think about them no matter what you intend to make with this framework. Most games also have some mechanical way in which characters interact with the world. Sometimes this is as simple as a kind of roll everyone has in common, sometimes this is an ability that lays out exactly what it does when you use it. These are abilities. These two concepts are often extremely intertwined in a given design.

An explicitly laid-out ability or the ability to spend a resource doesn’t have to be the only way for a player to engage with anything, of course. There’s a whole wide world of things that can happen in a game or story that can’t be defined by coloring within the lines. But at the same time, there are emergent, interesting circumstances that can come from leaning into the outcomes of these mechanics. The interplay of resources and abilities are generally an extremely visible part of the mechanical aspect of the game, and even if nobody uses them in a session, their presence has meaning and frames the situation fictionally. As such, defining these is just as important as “traditional” basic system concepts like how to roll, if not more so.

Resources #

There’s a few axes by which we can define resources.

Passive vs Active #

  • Passive resources are expended when something happens to a character.
  • Active resources are expended when a character chooses to expend them to achieve some benefit or for some purpose.

Discrete vs Metered #

  • Discrete resources are typically one-and-done - when used, it’s exhausted until recovered - and are usually specific to one kind of use case.
  • Metered resources are tracked by a decreasing (or increasing) number over time and are often more generalized or can be used for multiple things.

Easy-Recovery vs Hard-Recovery #

Some common time-based recovery periods include:

  • Per session
  • Per scene/encounter
  • Per mission/excursion

And some common conditional recovery methods include:

  • Spending a different resource
  • Finding more of another resource circumstantially
  • Performing a particular action
  • Taking some kind of penalty

So based on these, we can add another classification method:

  • Easy-recovery resources come back without much effort or after a short period of time.
  • Hard-recovery resources come back with greater effort or a longer period of time.

Valiant Horizon #

  • Vigor is a clear Passive/Metered resource: it goes down when a character takes Harm. (You could probably argue that some characters treat it as an Active/Metered resource as well via abilities that Harm their own character when used, but it’s decently rare.) It has a recovery period of a scene: fairly quick.
  • Powers, Reactions, and Assets are Active/Discrete resources: they’re expended with intention, then they’re gone until the encounter or session respectively passes. Powers and Reactions also have a recovery period of a scene, but Assets recover every game session - a bit longer. You can use Determination to restore use of one of either immmediately, however. Assets can alternatively be exhausted for a greater effect, which means they only recover when the character levels up.
  • Determination is an Active/Metered resource: it’s a number that goes up and down that can be used for multiple things. 1 Determination is recovered every session, but you can gain more every session by embracing flaws in your character or performing certain class-specific ations.

NULL_SPACE #

  • Much like Vigor above, Health/Endurance are Passive/Metered resources representing durability. Endurance is restored easily (by simple passage of time) while Health is harder to recover (by spending money for medical care).
  • Consumables are Active/Discrete resources: they’re expended to accomplish something specific, then they’re gone. A lot of them are used to restore other resources/capabilities as well: Tools and weapons are either charged/loaded or not and can be recharged/reloaded from clip/battery consumables.
  • Toughness, Reflexes, and Focus are Active/Metered resources that can either give bonuses or allow certain actions with weapons or tools. They come back between jobs, or some items can restore them immediately.

Passive resources are usually about an ability to withstand risk, while active resources are usually all about ability to act upon the fiction. Not always, but usually. You can certainly mix the two into one resource, but be wary of it: you can often get into a situation where you remove the impact of a decision because there’s simply a correct or negligible answer (i.e. if you have to spend a resource to succeed at something OR it will cost you that resource if you fail at it, it doesn’t really matter and flattens down the game; or one of those two options is on average better and it’s generally the correct choice.) It adds a little depth to have both.

A metered resource is one that a developer is signaling as important to track over time, and that the tracking of it over time is a meaningful thing you care about. However, given that’s the case, expenditures of a metered resource can often feel very anonymous or can be subject to easy comparison on a cost/benefit curve: if you can spend the same resource in two places and one of them usually gets you more, that one is going to come up more and the other is going to come up less, cheapening both as the first becomes a “default” and the second becomes nonexistent. A discrete resource - single-use powers that you have to refresh, for instance - causes less direct comparison and encourages a diversity of tactics. Additionally, multiple resources are a great way to differentiate characters and situations, but if too many of these are metered,

(An example of a passive/discrete resource would be a trait or piece of equipment that is removed or expended under certain external conditions. They’re not as common as passive/metered or active/discrete, but they do exist.)

Hard-recovery resources are going to be much more precious, while easy-recovery resources are going to be used more freely. Both of these can be valuable in certain situations! Adding a level of “comfort” to spending a resource can be empowering or encourage people to spend them while nonetheless limiting them. It really depends the purpose of a resource is. Consider using one, another, or both.

One last note: if every player character has X resources, this means that if there’s 6 instead of 3 player characters, they have twice as many to bring to bear. In games where resources directly lead to results like Valiant Horizon, it does mean a larger group is going to be able to accomplish more without risk of running out, which can put the economy somewhere you’d rather it not be. In this case, consider making some resources common to the group as a whole or encourage situations where everyone has to spend one occasionally.

Abilities #

As with resources, we can define these on several axes.

Active vs Reactive #

  • Active abilities are intentionally triggered as a proactive ability.
  • Reactive abilities are only triggered in response to specific events or when prompted.

Explicit vs Abstract #

  • Explicit abilities describe specifically what happens when it’s used, and are usually specifically named and signaled.
  • Abstract abilities are often not signaled as such and are more generalized.

Free vs Resourced #

  • Free abilities have no particular limit, other than opportunity cost.
  • Resourced abilities are, as you might guess, tied to a resource.

Valiant Horizon #

Combat abilities are split between Standards, Powers, and Reactions. All of these are explicit, as they do one particular thing each:

  • Standards are free and active: you can use them however much you might want to on your turn.
  • Powers are resourced and active: you can use them on your turn, once per combat.
  • Reactions are resourced and reactive: you can use them anytime, but only in reaction to specific actions, and only once per combat each.

In contrast, calling upon an Asset to accomplish is an active choice, but it’s much more abstract: it can have any number of outcomes based on the scope of the Asset or Reputation used. (Some suggestions are provided, but they’re not exhaustive or very explicit.)

NULL_SPACE #

Players can freely take Risky Actions and Steady Actions, which are a bit more subjective in input and more discrete in output: a player may take them “when they do something risky” or “when a player does something that’s not terribly likely to fail but takes time or resources.”

Active abilities are useful for the same reason active resources are: it provides a way in which you can encourage players to engage mechanically. Reactive abilities, however, provide ways for players to anticipate circumstances and turn around bad outcomes or pile on good outcomes. Typically you want these to feel like something “extra” rather than a replacement for an active ability: in the terms of something like combat with action economies, these should not take the place of active abilities but instead should happen on top of those. Otherwise, they’d likely be better off as active abilities.

Explicit abilities are great at creating tangible outcomes, turning one kind of situation into another, and giving people specific tools. There’s definite value in that: a lot of fun can be gathered either by using something for its intended purpose effectively or using something for an odd purpose. In contrast, abstract abilities give players fewer “verbs” to work with up front, but their scope can be much more broad. I generally encourage developers to make explicit abilities generally work for more heroic games.

Highlighting an ability as not requiring (or not necessarily requiring) resources highlights them as reliable standbys and defaults. They also gives you a baseline by which to introduce abilities that do require resources. A blend of these allows players to decide when they want to stick with reliable outcomes or take risks.

Philosophically, I tend to prefer most abilities to always or usually work. Sometimes it’s fun to include abilities that have associated risks, though.

Examples of Types of Rolled Abilities #

Fairly Reliable Ability #

Base effect, tweaked by the following (choose 2-3):

9+: A reliable positive effect.
11+: A moderately reliable positive effect.
13+: An unreliable but very positive effect.

9+ is extremely reliable, but can get shaky if the character has Disadvantage or subtracts Escalation. You might instead fold that into the base ability if you want it to be something that literally always happens.

Bear in mind that if you do add Escalation or if you’re expecting a lot of Advantage, those 50% and 25% thresholds go up very quickly (1 Advantage and 2 Escalation are both effectively +25%.)

This should be most combat abilities if you ascribe to the “usually accomplish what you are trying to do” mindset, which I largely do.

Valiant Horizon #

Flourish (Bard Standard)

Low Die Harm to a nearby enemy.

9+: An ally nearby regains Low Die Vigor.
13+: That ally regains Mid Die Vigor instead.

Reliable Reach Ability #

Base effect, tweaked by the following (choose 1):

13+: An unreliable but very positive effect. 15+: A very unreliable but extremely positive effect.
17+: An extremely unreliable but situation-changing effect.

The kind of ability that’s reliable as far as its base effect but can spike up to new heights if you get very lucky or plan for it. It helps if the base effect is not exceptionally useful.

Why would you not include a 17+ result on everything? Everyone loves criticals, right? You could, but the reason I don’t recommend it is just the simplicity of making it very clear what happens on every ability and tracking less, and setting up more risk/reward abilities. If every roll has something on a 17+, it’s a lever you can’t use elsewhere.

Valiant Horizon #

Warming Backdraft (Blazemagus Standard)

Move nearby. Allies at your previous location regain 1 Vigor.

13+: Low Die Vigor.

Risk and Reward #

8-: Things go poorly. Sometime this can include the base effect not working out.
9-12: You get a partial or middling result.
13+ (or default): The result works. 17+: You get an extra or increased result.

These are good for more abstract abilities that nonetheless have that chance of failure and less good for more “action-first” systems where the story is less about constant risk and more about the path taken to victory. For example, Valiant Horizon replaces these kinds of rolls with simply spending a resource (an Asset) to perform a given action successfully, or not spending the resource to accomplish it but with a complication.

25/50/23/2% bad/mid/good/critical is intended as the baseline. Either 2 escalation added or 1 Advantage will quickly push those thresholds up to 10/40/50% - the base ability makes sense as a risky-ish free ability, with resources spent or the situation augmenting it to more reliable situations. Think of the base percentages like rolling in another system with no modifier: it’s risky business if you’re trying to get out unscathed. And if they DO really push it, that 17+ can reward them for their trouble.

NULL_SPACE #

Risky Action

When a player does something risky to accomplish something, including rushing a normally non-risky action in a way that creates risk, the risk is established. Then, they roll:

8-: The action fails, and the established risk comes into fruition.
9-12: The action succeeds or removes a Complication, but the established risk comes into fruition. 13+: The action succeeds or removes a Complication. 17+: The action either steps up Goal Progress, removes an extra Complication, or ignores a Complication that it wouldn’t normally ignore.

Valiant Horizon #

Heedless Charge (Berserker Power)

Move into Melee with an enemy Nearby and deal High Die Harm to them.

8-: You also take Inverse High Die Harm.
15+: They take double Harm.