Hello, looking for feedback on a house rule I'm in the early stages of revising. Right now, I've gotten mixed player feedback, so I'm looking for outside opinions. I've listed my objectives below. If you think the house rule fails to accomplish any of those, or have a recommendation about a better way of going about all three in a single stroke, please advise. Thanks =D
Objectives (prioritized)
1. Avoid putting PCs at a distinct disadvantage or advantage.
2. Add more suspense/danger to combat.
3. Speed up combat.
Current Incarnation of the Tension Meter House Rule
Each turn, the tension meter increases by 1.
Each time a player character is bloodied, the tension meter increases by 1.
Each time a critical hit is made as a result of a natural 20 being rolled, the tension meter increases by 1.
After a short rest, the tension meter resets to 0.
Minions are not affected by the tension meter.
When the Tension meter meets, or passes, 5, 10, 15, 20, 25... etc, a "tension surge" occurs.
Roll 1d20 + current tension score, and refer to the effects chart below.
Tension Surge Effects
6-15: Damage Amplification: All damage and healing increases by 5. This effect can stack. Attack powers that target more than one creature receive a 2 bonus to damage (rather than 5).
16-25: Accuracy Amplification: All attack rolls increase by +2. This effect can stack.
26-30: Encounter Power Recharge: Immediately regain the use of one encounter power.
31+: Daily Power Recharge: Expend 2 healing surges to regain the use of one daily power. This power is lost if not used by the end of the encounter. Reset the Tension Meter to 0.
Objectives (prioritized)
1. Avoid putting PCs at a distinct disadvantage or advantage.
2. Add more suspense/danger to combat.
3. Speed up combat.
Current Incarnation of the Tension Meter House Rule
Each turn, the tension meter increases by 1.
Each time a player character is bloodied, the tension meter increases by 1.
Each time a critical hit is made as a result of a natural 20 being rolled, the tension meter increases by 1.
After a short rest, the tension meter resets to 0.
Minions are not affected by the tension meter.
When the Tension meter meets, or passes, 5, 10, 15, 20, 25... etc, a "tension surge" occurs.
Roll 1d20 + current tension score, and refer to the effects chart below.
Tension Surge Effects
6-15: Damage Amplification: All damage and healing increases by 5. This effect can stack. Attack powers that target more than one creature receive a 2 bonus to damage (rather than 5).
16-25: Accuracy Amplification: All attack rolls increase by +2. This effect can stack.
26-30: Encounter Power Recharge: Immediately regain the use of one encounter power.
31+: Daily Power Recharge: Expend 2 healing surges to regain the use of one daily power. This power is lost if not used by the end of the encounter. Reset the Tension Meter to 0.