Jester David
Hero
I think the ship of pure simulation and no gamist mechanics has sailed.Well might as well just call that an Encounter power our other ideas were about making things that show how it makes sense for something to be an encounter power NOT embracing the gamist.![]()
That said, I think it's still better to focus and design around the narrative than the game, and make the mechanics reflect what is happening "in world" rather than "at the table". But there's some wiggle room.
For something that is meant to be used once a fight, you can find other ways to differentiate when it begins and ends. Again, rolling initiative is a good one. Or having to spend 1 minute performing a quick ritual.
The catch with "once per encounter" as a signifier is… what is an encounter? Is a lengthy roleplaying encounter that ends with a combat one encounter or two? Such as a skill challenge chase that ends with a fight?
Focusing on the narrative is key for that. If the story is "you can't use this power more than once, because it's tiring" then that should be reflected in the mechanics. The archetypal 4e example was that it was weird that you could have three Encounter powers, but could only perform each one. Or two Daily powers for that matter. Sometimes it would have been handy to use the same one twice. Or that you couldn't do it again and suffer damage from straining yourself.
Short rest powers tend to be larger for that reason. Or have multiple uses that all recharge on a short rest, such as the bard's ability to inspire or the battle master fighter's maneuvers. So you can use two or three of them each battle until you get winded and need a longer break.Right but a 1 or 2 minute battle having a move that generates a marathon degree of fatigue?
If I were designing such a power for 5e, I'd make it broader. "Feat of Might" and make it based around various physical activities. So the fighter can trigger the ability when leaping if they want, but haven't wasted a power choice if the adventure doesn't feature anything you need to leap over. They can still add it to other Athletics or Strength checks, such as swimming, lifting heavy objects, or climbing.Kind of works for wounding related effects but less so on the actual abilities which might be more like winding and simple muscle fatigue. Like I said if your super leap does
generate stress on the order of a pulled muscle. Then the 5e short rest could work ok.
Then I'd grant a number of uses. Either a flat number (say, 4) or tie it to an ability score (say Strength). After using the ability that number of times, a short rest is required to recharge it.
Alternatively, I'd add a requirement that after using the ability, you can't perform another Feat of Might for, oh, 5 minutes. If you use the power before that time has elapsed, you gain 1 level of exhaustion.