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Anyone else not feel "the grind"
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<blockquote data-quote="KarinsDad" data-source="post: 4757617" data-attributes="member: 2011"><p>We did something like this for our campaign.</p><p></p><p>A player has two class powers for every class power attained. One power is prepared. One power is unprepared. The player can then:</p><p></p><p>1) Swap an unused prepared power for an unprepared one.</p><p>2) Re-use a used prepared power.</p><p></p><p>We have a different action point system (each PC gets 2 action points per short rest and they have a max of 2) than core rules (we dropped the milestone concept because it is purely mechanical), but doing these power modifications cost action points and/or a healing surge. #1 costs a healing surge plus 0 action points for an at will, a healing surge plus 1 action point for an encounter, and a healing surge plus 2 actions points for a daily. #2 costs 1 action point for an encounter, and 2 actions points for a daily.</p><p></p><p>Players that do not want this level of complexity never swap in unprepared powers. Players that enjoy it, do. And, most players have a few powers that they will never swap in (especially at will powers), but all classes have many powers that are useful to swap.</p><p></p><p>Most players eventually re-use used powers.</p><p></p><p>#2 is nice for missing on a Daily. Instead of being bummed about missing, the player can try again on the next round. He might still miss, but it feels a lot better when Daily powers miss on round x and hit on round x+1 and are not totally lost for the day.</p><p></p><p></p><p>This adds to the versatility and the power of the PCs. However, action points are also used for other quasi-potent actions as well, so it's not all Pro PC. There is some balance there. As an example, the first round of sustain for a Sustainable attack power costs an action point. The Wizard using Flaming Sphere this encounter is one action point lower than other PCs.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4757617, member: 2011"] We did something like this for our campaign. A player has two class powers for every class power attained. One power is prepared. One power is unprepared. The player can then: 1) Swap an unused prepared power for an unprepared one. 2) Re-use a used prepared power. We have a different action point system (each PC gets 2 action points per short rest and they have a max of 2) than core rules (we dropped the milestone concept because it is purely mechanical), but doing these power modifications cost action points and/or a healing surge. #1 costs a healing surge plus 0 action points for an at will, a healing surge plus 1 action point for an encounter, and a healing surge plus 2 actions points for a daily. #2 costs 1 action point for an encounter, and 2 actions points for a daily. Players that do not want this level of complexity never swap in unprepared powers. Players that enjoy it, do. And, most players have a few powers that they will never swap in (especially at will powers), but all classes have many powers that are useful to swap. Most players eventually re-use used powers. #2 is nice for missing on a Daily. Instead of being bummed about missing, the player can try again on the next round. He might still miss, but it feels a lot better when Daily powers miss on round x and hit on round x+1 and are not totally lost for the day. This adds to the versatility and the power of the PCs. However, action points are also used for other quasi-potent actions as well, so it's not all Pro PC. There is some balance there. As an example, the first round of sustain for a Sustainable attack power costs an action point. The Wizard using Flaming Sphere this encounter is one action point lower than other PCs. [/QUOTE]
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