Refreshing Moxie
Whaddya think.
Would it change things much if Moxie *wouldn't* refresh every gaming session?
I mean now there's a cap of 10 on Moxie. Sometimes when heavily roleplaying, we don't even make that many rolls per session!
Also on that scale of 1-10. It's more like a White Wolf Willpower score, which doesn't refresh every session, than WFRP2/ Savage Worlds, Fortune Points / Bennies, which *do* refresh every session (OK WFRP2 Fortune Points refreshed every day, but it was so common houserule that they refresh every session that they imported that into Dark Heresy and presumably Rogue Trader). WFRP2 mechanic and Savage World mechanics both cap their Moxie to about 3 per session (4 if lucky), which is a heckuva lot less than 10 of EP!
Besides, why give that nice option that Moxie refreshes when Motivation is played? That *is* the White Wolf mechanic.
Wow I've never seen that before.
Hmm, so in respect to your original question; It would change things alot and in a good way. I'm a more gritty, less cinematic, type of gamer. It makes me unhappy when you might potentially play an rpg on just your 'luck' stat. Given that PCs can't die anyhow I think moxie should be more limited. Of course it depends on how a GM paces a game through a session. In litterary terms I think moxie should only refresh after each major conflict and resolution.
Yeah, you won't likely work through ten points of moxie in a session... but then, not many players are likely to have ten points of moxie. That'd cost 135 CP or RP - a hefty sum, given you only get 1000 for each PC (EDIT: At character creation). Most players are likely to fall into the low-to-middle range of three-to-six points, a much easier quantity to exhaust.
A seond thing I'd point out is that Moxie isn't a 'Luck' stat - it's a 'doing it well' stat. The two things I see it being used for are, yes, making failures into less bad failures, but also for those situations where an 80-skill character fails a task they were really unlikely to fail. Yes, it can be a luck stat - but it can also be a 'plausibility' stat in the right circumstances.
Oh, and a note on Moxie that I fear some people may miss: You can't use it to turn a sucess into a failure unless flip-flopping the numbers would work. You can flip the digits of a roll around. You can turn a sucess into a critical sucess or a critical failure into an ordinary one - but you can't make a failure a sucess unless the digit-flipping thing works. Of course, the higher your skill, the more likely it is that flip-flopping a failed roll will result in a sucess - meaning that you can't get by on luck alone.
That said, I'm a more cinematic kind of GM, and if a player wants their character to be awesome within the machanics, I say let them.
I've been refreshing the pools at the end of each module, which is usualy ever 2 - 4 sessions because of the raw power that moxie lends to a player, the ability to turn a disasterous rolle (91) in to an overwhelming sucess (19) is pretty extreme, not to mention the overriding of initiative. The overriding of init tends to be a big issue in Shadowrun, which is IMO the biggest reason for the long refresh time on Edge. Though Edge does refresh between missions modules for book keeping reasons go figures. So refreshing every module has been a good way for me to keep abuse down.
p.s. (And to keep me from abusing bad luck, can you imagine having 10 points of fuck you every game?) :3


Hmm. I was under the impression that moxie only refreshed when the character "rests for a significant period." (pp. 122) Although I have no idea what 'rest' or 'significant period' means.
My question is; does that mean moxie refreshes when the character gets a full serving of sleep? Or is the rest period more like the period for physical or even mental healing?
Given that one of the Devs is a Shadowrun guy I've been assumeing that the rest period was quite extended. In SR the 'edge' pool only refreshes between adventures.
I've never noticed any reference to moxie refreshing per gaming session(
.