With the talk of short rest vs long rest and the like, I had this idea for ability usage that is similar to the game Mass Effect 3. I'm just laying out the basic concept to show what people think, and if there is some interest I might try to flesh it out into an actual true system.
For those not familiar, when you use an ability in Mass Effect 3, it has a set cooldown. That cooldown effects all of your abilities, and once the cooldown is complete you can use any of your abilities. In other words, using a strong abilities makes it where all of your other abilities take longer to use again.
Translating that into Dnd esque terms, I thought of the following:
UPDATE: I have rewritten the text, as several people seemed confused by the language and I wanted to reduce tracking even further. So hopefully this new version will be cleaner. I also added in an action to auto recharge, for those people that just hate the thought of having many rounds with nothing to do.
Encounter Abilities
Certain class abilities have the tag (Encounter - dX). These are known as Encounter Abilities.
When you use an Encounter Ability you gain the Depleted condition. A depleted character cannot use ANY encounter abilities. The dX determines the recharge roll you make (see Regaining Encounter Abilities) below.
Regaining Encounter Abilities
A depleted character makes a recharge roll at the end of their turn (including on a turn they became depleted). On a 4 or higher, the character is no longer depleted. The recharge roll is determined by the last Encounter Ability that was used.
Example: Disarming Attack (Encounter - d8). A depleted character rolls a d8 at the end of each turn to recharge.
Dodge Action - The Dodge Action immediately removes the depleted condition.
Battle Master Fighter Example
Commander's Strike (Encounter - d4).
Brace (Encounter - d6)
Disarming Attack (Encounter - d8).
On Turn 1 I use Commander's strike, and my character become depleted. At the end of the turn I roll a d4, and get a 4, so I am no longer depleted.
On Turn 2 I have access to any of my manuevers, and choose to use Disarming Strike. At the end of this turn, I roll a d8, but get a 3.
On Turn 3 I am depleted so cannot use any encounter abilities. At the end of the turn I roll a d8 again and get a 5, so no longer depleted.
On Turn 4 I can once again use any maneuver.
Sorcerer Example
Subtle Spell (Encounter - d12)
Quicken Spell (Encounter - d4)
On Turn 1, the sorcerer uses Quicken Spell and becomes depleted. At the end of her turn she rolls a d4, and gets a 3, remaining depleted.
On Turn 2 she becomes under attack by some monsters and is feeling the heat. She decides to take the Dodge Action, and is no longer depleted. Still having her bonus action she uses Quicken Spell again, becoming depleted. At the end of the turn, she rolls a d4, and this time gets the 4. She will have her encounter abilities for the next turn.
On Turn 3 having been placed in an area of silence, she uses Subtle spell to allow her to cast. She is now depleted, and at the end of her turn she rolls a d12, getting a 6, and is no longer depleted.
For those not familiar, when you use an ability in Mass Effect 3, it has a set cooldown. That cooldown effects all of your abilities, and once the cooldown is complete you can use any of your abilities. In other words, using a strong abilities makes it where all of your other abilities take longer to use again.
Translating that into Dnd esque terms, I thought of the following:
UPDATE: I have rewritten the text, as several people seemed confused by the language and I wanted to reduce tracking even further. So hopefully this new version will be cleaner. I also added in an action to auto recharge, for those people that just hate the thought of having many rounds with nothing to do.
Encounter Abilities
Certain class abilities have the tag (Encounter - dX). These are known as Encounter Abilities.
When you use an Encounter Ability you gain the Depleted condition. A depleted character cannot use ANY encounter abilities. The dX determines the recharge roll you make (see Regaining Encounter Abilities) below.
Regaining Encounter Abilities
A depleted character makes a recharge roll at the end of their turn (including on a turn they became depleted). On a 4 or higher, the character is no longer depleted. The recharge roll is determined by the last Encounter Ability that was used.
Example: Disarming Attack (Encounter - d8). A depleted character rolls a d8 at the end of each turn to recharge.
Dodge Action - The Dodge Action immediately removes the depleted condition.
Battle Master Fighter Example
Commander's Strike (Encounter - d4).
Brace (Encounter - d6)
Disarming Attack (Encounter - d8).
On Turn 1 I use Commander's strike, and my character become depleted. At the end of the turn I roll a d4, and get a 4, so I am no longer depleted.
On Turn 2 I have access to any of my manuevers, and choose to use Disarming Strike. At the end of this turn, I roll a d8, but get a 3.
On Turn 3 I am depleted so cannot use any encounter abilities. At the end of the turn I roll a d8 again and get a 5, so no longer depleted.
On Turn 4 I can once again use any maneuver.
Sorcerer Example
Subtle Spell (Encounter - d12)
Quicken Spell (Encounter - d4)
On Turn 1, the sorcerer uses Quicken Spell and becomes depleted. At the end of her turn she rolls a d4, and gets a 3, remaining depleted.
On Turn 2 she becomes under attack by some monsters and is feeling the heat. She decides to take the Dodge Action, and is no longer depleted. Still having her bonus action she uses Quicken Spell again, becoming depleted. At the end of the turn, she rolls a d4, and this time gets the 4. She will have her encounter abilities for the next turn.
On Turn 3 having been placed in an area of silence, she uses Subtle spell to allow her to cast. She is now depleted, and at the end of her turn she rolls a d12, getting a 6, and is no longer depleted.
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