One of the things that bugs me about 4e is milestones. I feel they're an incredibly clunky mechanic in an otherwise generally elegant system.
So my proposal is to get rid of them entirely. Every character has one action point per combat to use whenever they please, however they please, but that expires by the end of the combat.
Daily power limits by level for items are still in effect, but instead of requiring a milestone, they burn an action point, every time. So if you have three items with three daily powers, you can only use one daily power per combat and you have to use an action point to use the daily power.
But giving an action point every combat makes the PC's rather powerful. As a counter-balance to this, my suggestion is to have action points burn healing surges. This makes the action point not just a freebie power up, but rather a precious resource that requires careful consideration before being used.
At first blush one may think it gives certain classes like paladins (who have a lot of healing surges) an advantage, but I feel this is balanced by the fact that those classes generally NEED those healing surges and use them up pretty quick anyway.
The biggest problem i see with this is that it does tend to limit the adventuring day. But then I've generally found that players tend to rest when they've burned their dailies, whether they've got healing surges galore or not.
So my proposal is to get rid of them entirely. Every character has one action point per combat to use whenever they please, however they please, but that expires by the end of the combat.
Daily power limits by level for items are still in effect, but instead of requiring a milestone, they burn an action point, every time. So if you have three items with three daily powers, you can only use one daily power per combat and you have to use an action point to use the daily power.
But giving an action point every combat makes the PC's rather powerful. As a counter-balance to this, my suggestion is to have action points burn healing surges. This makes the action point not just a freebie power up, but rather a precious resource that requires careful consideration before being used.
At first blush one may think it gives certain classes like paladins (who have a lot of healing surges) an advantage, but I feel this is balanced by the fact that those classes generally NEED those healing surges and use them up pretty quick anyway.
The biggest problem i see with this is that it does tend to limit the adventuring day. But then I've generally found that players tend to rest when they've burned their dailies, whether they've got healing surges galore or not.