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General Tabletop Discussion
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"Charge Up" Mechanic: A problem for D&D
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<blockquote data-quote="Leatherhead" data-source="post: 6946300" data-attributes="member: 53176"><p>Having considered this for a bit, the major problem lies in Alpha striking.</p><p></p><p>Most characters (and that does include NPC/Monsters) have a tendency hit hard and fast in combat. Mostly because their lives depend on it, and having one less member on the opposite side living is a huge benefit for your side. Therefore, you would need to make sure that the class (and by extension their party) has a way to survive long enough to make this happen in big fights. The easiest way of doing this would be going against the design principle and including some rest-recharge powers that allow for survival.</p><p></p><p>Additionally, you are going to need different "tiers" of powers for them to charge up to. Some really cheap stuff for the 3(or less) round knock outs, or options and engagement while charging up; something to mop up "normal" encounters that last longer than that; and the boss-busters that only come into play after the long haul. In the meantime, they would be using the same cantrips or basic full attacks that the other classes use while they are tapped out.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 6946300, member: 53176"] Having considered this for a bit, the major problem lies in Alpha striking. Most characters (and that does include NPC/Monsters) have a tendency hit hard and fast in combat. Mostly because their lives depend on it, and having one less member on the opposite side living is a huge benefit for your side. Therefore, you would need to make sure that the class (and by extension their party) has a way to survive long enough to make this happen in big fights. The easiest way of doing this would be going against the design principle and including some rest-recharge powers that allow for survival. Additionally, you are going to need different "tiers" of powers for them to charge up to. Some really cheap stuff for the 3(or less) round knock outs, or options and engagement while charging up; something to mop up "normal" encounters that last longer than that; and the boss-busters that only come into play after the long haul. In the meantime, they would be using the same cantrips or basic full attacks that the other classes use while they are tapped out. [/QUOTE]
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"Charge Up" Mechanic: A problem for D&D
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