Adventuring

As players characters go on adventures, they will face a series of challenges that test them and drain their resources. There are two main types of encounters in the game:

In addition, it is possible to have mixed encounters where both character Skills and Combat abilities are in the spotlight. We call these mixed encounters. Note that characters still get to use their Skills in regular Combat encounters if they choose to - the difference in mixed encounters is that there are explicit goals that require the use of Skills.

A typical encounter has the following consequences:

In addition, a particularly disastrous encounter can have Player Characters end up permanently crippled or even dead.

Resource management

Player characters have two types of resources: per-encounter resources that are usually replenished after each challenge, and campaign resources that are recovered at a slower pace.

Encounter resources are:

Campaign resources are:

Other player stats that are related to encounter and campaign resources are:

The different types of resources are inter-related. Generally speaking, taking wounds or skill failures while out of encounter resources will result in loss of Stamina. These are the consequences for running out of each type of resource:

Note that characters suffer no negative consequences for running out of Encounter Powers, Daily Powers or Action Points. Players should try to use these resources carefully to avoid running out of HP and make their Stamina last as long as possible.

Sidebar: Stat Values A typical character has Stamina 6, Vitality 1, and Morale 2. Stamina, Vitality and Morale are based on a character’s class. Surge Value is equal to a quarter of a character’s base Hit Points, plus their Constitution / Charisma modifier.

Resting

Player Characters can rest to recover resources. There are three types of rest, depending on the time and conditions of resting. In addition, some resources can also be recovered upon completing campaign objectives:

Short Rests are available whenever characters are not in immediate danger. Long Rests require characters to find a relatively safe location where they can camp for at least 8 hours. Usually, characters won't be able to take more than one Long Rest every 24 hours. Full Rests have the same requirements as Long Rests, plus they can only be taken at specific points during a campaign, at the GM's discretion. Usually, characters will only be able to take a Full Rest after completing around 6 encounters. Milestones are usually achieved after completing 2 regular encounters, though at the GM's discretion some encounters may count as multiple regular encounters or a fraction of an encounter, depending on their difficulty.

After each milestone, Daily Powers can be recovered as follows: - For each spent Daily Power, the character rolls a D6: On a 6+, the power is recovered. - If the character has no spent Daily Powers and are below their maximum Stamina, they may instead roll a D6: On a 6+, they recover 1 Stamina.

Resources and Resting Summary

The following table summarizes how resources are spent and recovered:

Dying

The rules for when a character should die are left intentionally vague: this is something that should happen on exceptional circumstances with the GM's approval. A character may die in the following scenarios:

The GM should decide on the level of lethality they want for their campaign, and communicate this clearly to the players. That said, GMs should be aware that players can be punished for defeat in ways that do not require death of a PC:

In a campaign with magical healing, it may be possible to recover from permanent wounds, or even death - see the Ritual chapter for optional rules on this. At any rate, such healing should never be too easy, and there should always be a significant cost involved.



capelastegui/sfrpg documentation built on June 13, 2022, 1:38 a.m.