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Crazy martial power source houserule
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<blockquote data-quote="Kaffis" data-source="post: 4652596" data-attributes="member: 10305"><p>Your third option is a non-starter, I think. A standard action isn't nearly enough of an opportunity cost to get even one daily back; plus, it means you'd have a full stack of dailies every encounter (since between encounters is plenty of time to take 5 standard actions...). *maybe* spend a full round to get an encounter power back, but even that stretches things and is likely to come close to obviating several at-wills depending on class.</p><p></p><p>The second idea has lots of potential merit, but the DM would have to make it clear that this is not to be an incentive to "shorten the adventuring day," as the complaint went in 3.x. The temptation would definitely be to buy back encounters and dailies and expend your daily resources in an encounter or two. Maybe if you made it an option to expend an action point to get an encounter power back, that might work. Or a feat that "recharges" an encounter power when an action point is spent normally, and the general option to regain one daily power by sacrificing an action point. This variation, I like more, as it puts a tighter limit on how much can be "bought back" in one encounter, and puts the resource directly in the DM's hands to regulate as he sees fit based on his players' usage habits. It also de-couples the tempting option of buying powers back from an essential daily resource.</p><p></p><p>The combo option (sorry for the tired, vague cliche) feels too "gamey." It detracts from the tactical selection of a given power, picking the right one for the situation any given round presents you with, in favor of an arbitrary and artificial criteria. This is seen in one form in your noted loss of "alpha strike" options, but could also be seen in countless scenarios such as being presented with an ideal cleave opportunity (say, presented with two minions shielding a big artillery guy or controller), but encouraged by the "combo system" to use an encounter power or lose the opportunity to go for your big damage daily next turn. So instead of taking out both the minions and being free to use your daily on the now exposed big bad, you use an encounter and overkill one minion, and then have to take an OA to get at the big guy.</p><p></p><p>In addition, you're basically letting martial characters use 2-3 dailies a fight if they build and play for to-hit bonuses. Each. Encounter. Based on my observed encounter lengths, at least. This is significantly more discretion to use dailies than other power sources get, who might save up dailies to use 2-3 of in the "big fight of the day" only. This works out to be a serious factor in making non-martial sources unappealing.</p></blockquote><p></p>
[QUOTE="Kaffis, post: 4652596, member: 10305"] Your third option is a non-starter, I think. A standard action isn't nearly enough of an opportunity cost to get even one daily back; plus, it means you'd have a full stack of dailies every encounter (since between encounters is plenty of time to take 5 standard actions...). *maybe* spend a full round to get an encounter power back, but even that stretches things and is likely to come close to obviating several at-wills depending on class. The second idea has lots of potential merit, but the DM would have to make it clear that this is not to be an incentive to "shorten the adventuring day," as the complaint went in 3.x. The temptation would definitely be to buy back encounters and dailies and expend your daily resources in an encounter or two. Maybe if you made it an option to expend an action point to get an encounter power back, that might work. Or a feat that "recharges" an encounter power when an action point is spent normally, and the general option to regain one daily power by sacrificing an action point. This variation, I like more, as it puts a tighter limit on how much can be "bought back" in one encounter, and puts the resource directly in the DM's hands to regulate as he sees fit based on his players' usage habits. It also de-couples the tempting option of buying powers back from an essential daily resource. The combo option (sorry for the tired, vague cliche) feels too "gamey." It detracts from the tactical selection of a given power, picking the right one for the situation any given round presents you with, in favor of an arbitrary and artificial criteria. This is seen in one form in your noted loss of "alpha strike" options, but could also be seen in countless scenarios such as being presented with an ideal cleave opportunity (say, presented with two minions shielding a big artillery guy or controller), but encouraged by the "combo system" to use an encounter power or lose the opportunity to go for your big damage daily next turn. So instead of taking out both the minions and being free to use your daily on the now exposed big bad, you use an encounter and overkill one minion, and then have to take an OA to get at the big guy. In addition, you're basically letting martial characters use 2-3 dailies a fight if they build and play for to-hit bonuses. Each. Encounter. Based on my observed encounter lengths, at least. This is significantly more discretion to use dailies than other power sources get, who might save up dailies to use 2-3 of in the "big fight of the day" only. This works out to be a serious factor in making non-martial sources unappealing. [/QUOTE]
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