• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E "Charge Up" Mechanic: A problem for D&D

WarpedAcorn

First Post
I've been playing Pillars of Eternity (Computer RPG based off the old Baldur's Gate classic) recently. Although its roots are in 2nd Edition D&D, PoE is its own thing and they branched out with their own lore and their own mechanics. While similar to classic D&D, they are very different.

One of the recent threads here on resources got me thinking about class mechanics in D&D, and since I'm playing PoE I immediately started to compare it. Unless I'm mistaken (and please correct me if I'm wrong), but there aren't any D&D classes that build up their resources over the course of an encounter is there? All D&D classes start the day with all their resources, and slowly dwindle down as they use them, with only Short Rests able to give them a little bit of a pick up.

I'm going to use the Battlemaster as an example. What if they started the day with 0 Superiority Dice, but gained them (to a max of 4) every time they hit an enemy, and then lost all remaining Superiority Dice at the end of combat? Would something like that be viable in the D&D world?

Right now every D&D class is set up to potentially unload the very first round, but grow weaker the longer the fight goes on. From what I've read people report and from my own experience, most combat encounters only last about 3-4 rounds. It would be interesting to see a class that was more potent in Round 3 or 4 than Round 1 or 2.
 

log in or register to remove this ad

I think that the trick for that would be writing the mechanic in such a way that it couldn't be abused to allow characters to charge themselves up to max before they start to fight.
 

bganon

Explorer
I recall a few experimental classes from 3e. For your Battlemaster mechanic, you'd need to change it a little since most Superiority Dice are only used on a hit anyway, so if they're regained on a hit they become inexhaustable.

I've toyed with the idea of giving Wizards/Sorcerers a "Focus" action that requires concentration, and if maintained lets them buff the next spell they cast quite a bit (yes I stole the idea from Dragon Quest). But balancing it is tricky and I haven't worked out the details.
 

Prakriti

Hi, I'm a Mindflayer, but don't let that worry you
I'm going to use the Battlemaster as an example. What if they started the day with 0 Superiority Dice, but gained them (to a max of 4) every time they hit an enemy, and then lost all remaining Superiority Dice at the end of combat? Would something like that be viable in the D&D world?
This is basically how the Warrior class works in World of Warcraft. They use Rage to power their special attacks, and they start most fights with 0. They gain Rage by hitting and being hit, so their most powerful attacks can't be used until mid-fight. It's a cool concept, and it would be nice to see in D&D, but balancing it with the other classes and the adventuring-day structure might be very difficult.
 

Sacrosanct

Legend
It would be interesting to see a class that was more potent in Round 3 or 4 than Round 1 or 2.

I think there already is. Between buffing spells and class abilities that require actions/bonus actions, PCs are more potent in later rounds than the initial one or two. That first round is used for things like using a bonus action to rage (thus preventing a bonus off hand attack the same round, and frenzy takes effect on the round after raging), or the caster to cast Bless or some other buffing spell. When I played my tempest cleric, I would often cast spiritual weapon and the next round either call lightning (if expecting a longer combat) or spirit guardians. It would be the third round before I was really up and going.
 
Last edited:


delericho

Legend
I recall a few experimental classes from 3e. For your Battlemaster mechanic, you'd need to change it a little since most Superiority Dice are only used on a hit anyway, so if they're regained on a hit they become inexhaustable.

Yep. Better if they're gained/regained on a miss. That way, although it sucks to have a 'wasted' turn, it means that when the dice turn you get to really shine.
 


delericho

Legend
Sounds like a lot of bookkeeping to be honest.

Provided it's things like Superiority dice, it shouldn't be a problem - when they get the die, you give them the die; when they spend it, they give it back to you. Only problem with that is that you do need four dice of the appropriate sort and in a different colour from your 'regular' ones.
 

RCanine

First Post
I think those sorts of mechanics were cut in favor of simplicity. Same with ongoing damage, marking and other effects. Heck it takes the 5E designers an entire sentence to say something 4E made simple, "save ends".

These sorts of things were intentional stylistic departures from 4E, and I think they were done to deemphasize tactical combat.
 

Remove ads

Top