05-17-2018, 10:08 AM
(This post was last modified: 05-17-2018, 10:09 AM by PepsiWhirda.)
(05-17-2018, 09:44 AM)Dane Regan Wrote:(05-17-2018, 09:07 AM)Marisa Kirisame Wrote: So me and dane were getting into an argument about if a move uses a power that is highly exausting. Does it stack onto said moves stamina drain? Or does the move act as the only drain on like stamina?
Moves are all independent abilities or actions that are balanced separately from the powers they require. It is possible, for example, to create a low fatigue teleport with a higher charge time. Or a slow down debuff using time manipulation which isn't tiring but has other drawbacks (like a charge time).
The fatigue costs mentioned in power descriptions are only for when that base power is directly used. So, if a time manipulation move says it's only lightly fatiguing, it is lightly fatiguing and not very tiring (like the base power).
It's only the ambiguous cases where a move doesn't say how tiring it is where the power description might be relevant, but unless they're undergoing a lot of physical activity, you can usually assume it's not going to be particularly tiring.
Is a per-post or per-round limit an acceptable drawback for a move? Or is fatigue/concentration time pretty much the only two?
e.g., "Quick Teleport: Once per round, Whirda can forego the normal cast time of her teleport. She still suffers the same fatigue as a normal teleport and cannot exceed the normal distance."


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