Well, what I was suggesting is that Scouts would start at the beginning of the fight with a good amount of fortitude (perhaps only in a relative sense, i.e. scouts generally start close to their max), or whatever class is supposed to be ambush-y. They'd presumably regenerate it slower than Soldiers and Guardians (and possibly with a lower cap ) - but they would start with more of it filled than the other classes.Anima_ wrote:I'd rather not have Scouts with a lot of Fortitude. They shouldn't be long on the frontline, which Fortitude helps to regulate. But having a way to actively spend Fortitude is a good idea in general. That would probably be more the domain of soldiers though.Scouts could generally start with lot of Fortitude, and have abilities to boost other characters' fortitude (they can get an early jump on the enemy, or can prepare their allies). It also provides design space for abilities that remove Fortitude points, as well (marking laser? suppressive fire?) or abilities that interact in a unique way with Fortitude points (perhaps an attack that consumes Fortitude points for greater effect).
E.g. scout A has a maximum cap of 5 fortitude, but starts the fight with 80% (4 points), and regenerates 1 fortitude per turn in cover; guardian B has a maximum cap of 10 fortitude, but starts the fight with no points, and regenerates 2 points of fortitude per turn in cover (whether recovery in cover should be constant is another question - maybe ramping up would make more sense; e.g. two turns in cover may be more useful than one turn in, one turn out, then one turn in)