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Balance question: Replacing Dailies with Encounters
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<blockquote data-quote="davep123" data-source="post: 6094964" data-attributes="member: 93229"><p>I felt the same way, which is why I replaced dailies with "bloodied" powers.</p><p></p><p>My alternative to healing surges is a "maximum HP" figure (distinct from full HP), which is reduced every time the PC gets healed. The amount lost per heal is usually 10% of current "max HP" (rounded down with a minimum of 1). F'rinstance, say a character with 40 HP takes 20 HP damage. He then gets healed for 10 HP taking him back to 30 HP, but his new maximum HP is now 36. If he gets healed for another 10HP, most of it will be wasted as his new maximum (and current) HP total is only 33. Characters recover maximum hps at the rate of a few per day. I'll probably have to adjust the maths once the characters are out of the Heroic Tier, but it's worked well at lower levels. Narratively, it's represented by the idea that being healed borrows some of your own inner vitality.</p><p></p><p>I also changed Action Points (aka free actions) to create a counter balance for the diminishing maximum HPs. In the first fight after an extended rest, the PCs get one free action usable only when they are "disabled" (i.e. between 0 and -25% of their full hps which, in my game, means they're conscious but have the 'dazed' condition). After each significant fight, the number and availability of their free actions increases as follows:</p><p>Fight 1: One free action usable when disabled</p><p>Fight 2: One free action usable when bloodied</p><p>Fight 3: One free action usable anytime</p><p>Fight 4: Two free actions, one usable anytime and one usable when disabled</p><p>Fight 5: Two free actions, one usable anytime and one usable when bloodied</p><p>Fight 6: Two free actions, both usable anytime</p><p></p><p>Narratively, this represents the PCs' powers amping up with the adrenaline of each fight - sort of the day-length equivalent of the bloodied powers becoming available in response to stress <strong>within </strong>a single fight.</p><p></p><p>What this all means is that after each fight the PCs are "reset", except for reduced maximum HPs and increased availability of free actions. With each extra fight they become more fragile, but also more powerful. They are reluctant to take extended rests because they lose their free actions, but sometimes their maximum HPs are so low that they are forced to. In fact, in one memorable session, one of the PCs got battered and healed so often that he started a fight with his maximum HPs below half his full HPs; in other words, he began unwounded and bloodied at the same time (which meant his bloodied powers were also available). His alpha strike in the first couple of rounds of that fight was spectacular, but he could easily have been taken out by one enemy attack.</p><p></p><p></p><p></p><p>Mechanically they're just daily-strength powers usable once per encounter but only when bloodied. I ripped them straight from the rulebooks, and then refluffed and tweaked them to match each PC and my own sensibilities. (Death to trivial, short-term conditional modifiers!) What about them would you like to know?</p></blockquote><p></p>
[QUOTE="davep123, post: 6094964, member: 93229"] I felt the same way, which is why I replaced dailies with "bloodied" powers. My alternative to healing surges is a "maximum HP" figure (distinct from full HP), which is reduced every time the PC gets healed. The amount lost per heal is usually 10% of current "max HP" (rounded down with a minimum of 1). F'rinstance, say a character with 40 HP takes 20 HP damage. He then gets healed for 10 HP taking him back to 30 HP, but his new maximum HP is now 36. If he gets healed for another 10HP, most of it will be wasted as his new maximum (and current) HP total is only 33. Characters recover maximum hps at the rate of a few per day. I'll probably have to adjust the maths once the characters are out of the Heroic Tier, but it's worked well at lower levels. Narratively, it's represented by the idea that being healed borrows some of your own inner vitality. I also changed Action Points (aka free actions) to create a counter balance for the diminishing maximum HPs. In the first fight after an extended rest, the PCs get one free action usable only when they are "disabled" (i.e. between 0 and -25% of their full hps which, in my game, means they're conscious but have the 'dazed' condition). After each significant fight, the number and availability of their free actions increases as follows: Fight 1: One free action usable when disabled Fight 2: One free action usable when bloodied Fight 3: One free action usable anytime Fight 4: Two free actions, one usable anytime and one usable when disabled Fight 5: Two free actions, one usable anytime and one usable when bloodied Fight 6: Two free actions, both usable anytime Narratively, this represents the PCs' powers amping up with the adrenaline of each fight - sort of the day-length equivalent of the bloodied powers becoming available in response to stress [B]within [/B]a single fight. What this all means is that after each fight the PCs are "reset", except for reduced maximum HPs and increased availability of free actions. With each extra fight they become more fragile, but also more powerful. They are reluctant to take extended rests because they lose their free actions, but sometimes their maximum HPs are so low that they are forced to. In fact, in one memorable session, one of the PCs got battered and healed so often that he started a fight with his maximum HPs below half his full HPs; in other words, he began unwounded and bloodied at the same time (which meant his bloodied powers were also available). His alpha strike in the first couple of rounds of that fight was spectacular, but he could easily have been taken out by one enemy attack. Mechanically they're just daily-strength powers usable once per encounter but only when bloodied. I ripped them straight from the rulebooks, and then refluffed and tweaked them to match each PC and my own sensibilities. (Death to trivial, short-term conditional modifiers!) What about them would you like to know? [/QUOTE]
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