Should mana pool/ aura pool be included into the stamina pool?

All pools are one pool

  • Yay

    Votes: 4 33.3%
  • Nay

    Votes: 8 66.7%

  • Total voters
    12

NotaNuffian

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It sounds just as blasphemous as I say, should we merge all energy pools for external usage (stamina pool, mana pool, qi/ chi pool) into one pool for external use?

I understand that there is Health Pool/ Hit Point, to roughly estimate how healthy one is and how close to dying.

Then there is the less known Mental Pool/ Sanity Gauge/ Consciousness Level, the amount of mental strength to stay awake or think like Winnie the Pooh. This is often overshadowed by Mana Pool, the amount of magic juice in oneself.

And thank recent games for the Stamina Pool, the amount of energy one has to do physical work.

Dark Souls and its loin fruits do a good way to showcase the difference between Mana Pool and Stamina Pool, one to cast the arcane while the other to physically exert respectively. But then comes my nagging issue, what happens when a move requires both Mana/ Qi and Stamina, ie Inner Ki Strike? (Yes I am using the Breaker because it is still fun)

I know hybrid car fuel tank and car battery analogy, ie both exist for same function but from different inputs and I had seen a couple of works trying to do the same by having all the extraordinary exertion; anything that is out of what average human can do counts, being from one rolled up input (was named Source, Dark Energy, etc).

I think I failed to see one work that actually says "yeah, lets mash the different energy pools together into one massive one, complete with 100% compatibility with all skills".

I had seen energy types conversion before, which is basically different inputs but now the wires can cross when going to outputs.
 
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CarburetorThompson

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In world of warcraft your health and stamina are the same thing. The more stamina you have the larger your health bar
 

NotaNuffian

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In world of warcraft your health and stamina are the same thing. The more stamina you have the larger your health bar
That makes some sense.

In the CN I am following now is doing the same thing but in reverse. The bigger the Essense (精 Jing), the stronger and healthier ones body is and in essense, the larger one stamina pool (Breath, 气 Qi) can be. Also they have gauges for Qi and it is the battery gauge in Gundam Seed. Supermoves use up tons of Qi and a bare minimum amount of Qi is required to move.

So Health is related to Stamina which made sense.

It is a style choice, nothing more nothing less. Can be the same, can be separate, can be different tracks for different types.
I understand it is stylistic choice, but the inner turmoil I have when trying to convince myself that Quirks in MHA is stamina based.
 

Tempokai

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Use ol' reliable mind/body/spirit for a simplification. Mind is your aura/sanity/whatever, body is HP/stamina/body (duh), and spirit is qi/mana/external source of energy. No need to overcomplicate, because the rule of three exists for a reason in the storytelling
 

CharlesEBrown

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That makes some sense.

In the CN I am following now is doing the same thing but in reverse. The bigger the Essense (精 Jing), the stronger and healthier ones body is and in essense, the larger one stamina pool (Breath, 气 Qi) can be. Also they have gauges for Qi and it is the battery gauge in Gundam Seed. Supermoves use up tons of Qi and a bare minimum amount of Qi is required to move.

So Health is related to Stamina which made sense.
I vaguely recall a story or game somewhere that gave characters an "energy pool" that could be used to power moves, special abilities, or to replace lost health. Essentially everything was a subset of, I think that one called it Chi.
I understand it is stylistic choice, but the inner turmoil I have when trying to convince myself that Quirks in MHA is stamina based.
I think the only rule in MHA is the "rule of cool" - if it sounds or looks cool, it works. If not, it doesn't... Even All-Might seemed to bend and twist his own restrictions pretty freely.
 

blotchybrothblobs

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I think it depends on how the author wants their magic to work.

They could say that using up mana is separate from stamina, and thus someone who has 0/100 mana but 80/100 stamina can still draw their sword and fight, or that it's somehow entangled with stamina or mental strain, and a person with zero mana would usually faint, or maybe even die.

Also, if casting magic uses Stamina, then Knights with high Stamina would technically have a large mana pool, so they'd be able to cast lots of spells too, though they'd probably mainly use 'Techniques' or 'Skills' instead of Spells while fighting with a sword and shield.

Basically, I disagree that it can only be a style choice; it could have implications in the magic system.
 

JayMark

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In world of warcraft your health and stamina are the same thing. The more stamina you have the larger your health bar
IMO Your stamina should be tied to your maximum health depending on injury. For example, an injury to the leg should reduce running stamina and slow speed but barely affect stamina for swinging a sword in place. A lung injury would be devestating to overall stamina. A shoulder injury would destroy swing and movement stamina for one arm but not affect running stamina too much. A hand injury would destroy grip stamina depending on severity but you'd still be able to raise the arm and possibly lift with it. A head injury would reduce perception, possibly sanity, balance and agility without affecting stamina too much. Bleeding out would reduce stamina once blood loss reaches a certain point.

I wouldn't tie mana to stamina unless there is a specific skill or ability to do so.
 

GlassRose

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It really depends on the worldbuilding and the mechanisms behind each power. I personally don't like 'health' as a resource because it's too divergent from how injuries actually work, unless the 'health' isn't so much an actual measure of health, but rather, an special energy that either reduces damage or helps one recover from it, and thus running out of health doesn't mean you're dead, it means you're as vulnerable as a baseline human to getting nicked in an artery and spilling out all your blood uncontrollably. I find it most practical and efficient to then make that resource be the same one that governs other feats of bodily prowess beyond mundane ken; combining it with stamina, into 'Vitality'. Note that this doesn't actually have anything to do with biological stamina; that's not something so easily quantified. I see it as an additional resource that is used as fuel to be able to enact superhuman powers.

Combining the two also provides the interesting considerations that the same resource that you use to deal damage is also what protects you from damage; to deal damage, you take 'damage', and it becomes important to use your energy precisely and efficiently or risk not being able to recover from an attack. A missed attack that you put a bunch of energy into isn't just tiring you out, it's as bad as actively taking damage.

I typically use a separate type of energy for more external magic, which allows the distinction between mages and warriors, which is simply my taste when it comes to worldbuilding, but you could just as easily have it be the same thing, where magic energy is magic energy and it can be applied internally or externally all the same. With this, there isn't really an inherent distinction between mages and warriors magically, the difference is just what application of magical energy have they trained in, and there would be all sorts of overlap and grey area, 'mage' and 'warrior' would just be broad archetypes, and that is a perfectly reasonable system in my eyes.
 
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