Monster Power Recharge - Page 2
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  1. #16
    Quote Originally Posted by FitzTheRuke
    However, I will say that I've never seen Recharge 4 on any monster that wasn't a DDXP one, and I think Ari once suggested you roll for each.
    Fair enough. I like rolling just once, to be honest, mostly because otherwise you have to keep track of die-power correlations somehow, and it feels smoother to me to be somewhat more stateless.

  2. #17
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    My reading of what rules we have is that Amy Kou'ai's method is the correct one.

    Of course, I have access to no more information than anyone else, so my theory is no more valid than someone else's.

  3. #18
    I believe the mechanic is designed to be easily scannable. As in you begin the round, throw a d6 or two and glance at the paper to see if anything matches your roll which is why is displayed rather than . I am sure a lot of folks would not find this necessary but it doesn't cause any problems either and is a reminder that you need to check for recharge.

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    Quote Originally Posted by Mort_Q
    Then why go to such great lengths to make the system so different from everything else?

    If it really was get this number or above, like an attack roll, why not use the established mechanic? would be 50% or recharge on 11 or above on a d20.

    Using the different dice, the custom icons... makes no sense in the 4e KISS approach if they didn't mean it to be different.

    Or maybe I'm reading to much into it?
    is easy to do with 11+
    approximates to 13+
    approximates to 18+
    Not a very elegant progression, eh?

    On top of that, this nonsensical progression encourages third party monster-makers to use recharge values of 10+ or 15+ or even just a natural 20. I think their goals and playtests induced them to choose a method that's less prone to tinkering and is more reliable. Even a minimal recharge value of will likely come up once in a fight, while the minimal value of "20" isn't.

  5. #20
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    Quote Originally Posted by FitzTheRuke
    I thought I'd be able to field this by pulling out Keep on the Shadowfell which has a handy "How to read monster stat-blocks" page.

    However, while it fully explains things like "Intitiave x - The monsters initiative modifier" (as if that weren't obvious.) It says nothing about what the recharge 5, 6 it lists means.
    I was disappointed by this as well. They did a good job of explaining everything else in the statblock, and left that off.

    Sure would be nice if someone from WotC would pop in and clarify it for us once and for all.

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    Quote Originally Posted by drjones
    I believe the mechanic is designed to be easily scannable. As in you begin the round, throw a d6 or two and glance at the paper to see if anything matches your roll which is why is displayed rather than . I am sure a lot of folks would not find this necessary but it doesn't cause any problems either and is a reminder that you need to check for recharge.
    I agree. Readability is probably the main concern. However, this does offer the bonus that the designers can later experiment with different recharge schemes. For example, there might be one ability that recharges on and another that recharges on , which would mean the monster usually recharges one of its abilities but seldom recharges both at once.

  7. #22
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    Quote Originally Posted by Belphanior
    is easy to do with 11+
    approximates to 13+
    approximates to 18+
    Not a very elegant progression, eh?
    You could just pick more elegant numbers. It's not like the exact percentage is that important to game balance.

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    Quote Originally Posted by Mort_Q
    You could just pick more elegant numbers. It's not like the exact percentage is that important to game balance.
    I think the rest of his post is more to the point. Having the roll be d20 would probably lead to the creation of unbalanced powers of a creatures level, supposedly "balanced" by having them recharge only on a 20. Nitpickiness over how a recharge 14 is balanced against a recharge 15.

    Also, the d6 recharge icon and the physical die itself is easier to read for me than just another number mixed in the stat block and the smaller digits on the d20. And generally d6's stop rolling sooner.

    Lastly, like the unwritten rule of percentages in 3E, having a different die lets the gamers know that this isn't a d20 roll which can be modified like attack and defense rolls. It's flat, unchanging.

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    Quote Originally Posted by Mort_Q
    You could just pick more elegant numbers. It's not like the exact percentage is that important to game balance.
    Also, note that the closest approximation is actually 11+, 14+, 18+.

    However, I agree that a d6 is simpler and easier to read and remember.
    Last edited by Dausuul; Tuesday, 20th May, 2008 at 03:17 PM.

  10. #25
    Quote Originally Posted by beverson
    Sure would be nice if someone from WotC would pop in and clarify it for us once and for all.
    I second this request.

    Come on WOTC, it would take about ten seconds to post some info on how recharge actually works.

    Please?

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    Quote Originally Posted by Transit
    I second this request.

    Come on WOTC, it would take about ten seconds to post some info on how recharge actually works.

    Please?
    Since you asked so nicely , recharge is per power. Roll a d6; if it equals any shown recharge number, the power recharges.

  12. #27
    Thank you Chris!
    My enthusiasm about 4e, recharge:

  13. #28
    Quote Originally Posted by Khur
    Since you asked so nicely , recharge is per power. Roll a d6; if it equals any shown recharge number, the power recharges.
    Thanks for the info, Chris. I knew the whole "rolling once for all powers" idea just couldn't be right.

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    Quote Originally Posted by Khur
    Since you asked so nicely , recharge is per power. Roll a d6; if it equals any shown recharge number, the power recharges.
    Thanks.

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