Action Points for re-rolls: what breaks?

vic20

Fool
I have let my players twice use an Action Point to re-roll missed attacks. I'm concerned that this might be too much power for an action point. Can I please hear some concrete reasons why this is unbalancing?
 

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The main trouble I can see with it, is that it significantly increases the effect of encounter powers. Dailies all seem to give you sometime even on a miss; half damage, or a bonus effect regardless, or the Fighter's reliable ones. But encounters are mostly all or nothing, a result significantly above an at-will or no result at all. Being able to re-roll an encounter power every other fight makes them significantly more likely to hit, and thus makes them more powerful.
 

Which is true, but doesn't make a reroll of an encounter power exceptionally more powerful than getting an action with an at-will.

Especially once you're paragon and get actual benefits for spending action points for actions.
 

Something to consider: Some paragon paths grant the ability to use action points to re-roll attacks, so if you do this then you will need to replace those abilities if a player takes one of those paths.
 

Which is true, but doesn't make a reroll of an encounter power exceptionally more powerful than getting an action with an at-will.

Especially once you're paragon and get actual benefits for spending action points for actions.

Depends on the powers involved (or the daily)
At low levels for instance Split The Tree does nothing on a miss.

Also iirc one of the Ranger Paragon paths lets you reroll on a miss by using an action point so that would need a change if everyone can do it by default.
 

Some things to consider -

Rerolling is an Elf Racial power, so you are lessening the uniquness of that.

I believe some Paragon Paths give you an action point power that does exactly that, so you are potentially talking about giving 1st level characters an abilitiy that they would not otherwise qualify for until 11th level (for the paragon path).

The net effect means combats will be a round or two shorter (since you're more likley to hit with your encounter/daily powers , meaning more damage and therefore faster kills - as opposed to missing with that encounter/daily which means a couple more rounds to hit away with at-wills or lesser attacks)

Having said all that, it isn't really the end of the world. So if you all are fine with it so far, sure, why not go for it.
 

You are adding a new layer of decision to every failed attack. Now, when they miss, your players have to consider whether to use an action point or not. Adds a little time to each player's turn.
 


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