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Encounter and daily Powers
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<blockquote data-quote="pukunui" data-source="post: 4495973" data-attributes="member: 54629"><p>This is something that bugs me too. I've only DMed 4e so far, my players do sometimes get upset when they miss with encounters/dailies. They haven't figured out the teamwork aspect of "setting up" each other's powers, but I do still think that some sort of recharge mechanic for PCs would be good. Monsters get it, after all.</p><p></p><p>I'm thinking maybe that the recharge only applies to powers that don't have either the Reliable keyword or a Miss effect. I'm not sure how many there are of those.</p><p></p><p>Also -- does anyone know or has anyone figured out what criteria WotC used to determine whether or not a power should have the Reliable keyword? It just seems kind of arbitrary to me. I can understand why magical powers wouldn't necessarily have it, but I feel like <em>all</em> Martial powers should be Reliable, not just a bunch of fighter dailies and one rogue daily. "Hard to set up" arguments aside, it just seems to me like there should not be a limit on the number of times you can attempt a physical action (especially when you've got things like hit points and healing surges to cover "physical fatigue").</p><p></p><p>Although I haven't played 4e as a player yet, I have been playing in a SWSE game being run by one of the other guys in the group. I have to say that, for all the talk of how streamlined and elegant 4e is, I think that SWSE is even more so and I wish they'd made 4e more like it -- at least in the class structure. I much prefer the talent/talent tree concept to the power concept. Having a talent that lets me reroll any and all Stealth checks is, in my mind, far more elegant, simple and streamlined than having a "power" that lets me do the same thing once in a given fight or once every five minutes. Come to think of it, I also like the 3.5 psionics point-based casting system better than 4e's at-will/encounter/daily powers setup. Good thing I'm DMing 4e instead of playing it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Anyway, I quite like Khaalis' revised recharge thing above, but I'm not sure about the "increasing the recharge chance" bit (possibly too much bookkeeping). I might just leave it at 6 or maybe 5-6. And, as I said, I might limit it to powers that aren't reliable and don't have a miss effect (the archer ranger <em>Hunter's Bear Trap</em> daily is an example of one that isn't reliable and doesn't do anything on a miss).</p><p></p><p></p><p>EDIT: How about this?</p><p></p><p><strong>House Rule: Recharge Missed Powers</strong></p><p>Useable with: All encounter and daily powers that do not have the Reliable keyword or a Miss effect.</p><p>Effect: If you completely miss with an encounter power, then at the start of your next turn that power has recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />. If you completely miss with a daily power, then at the start of your next turn, that power has recharge <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /></p><p></p><p></p><p>It's easier to recharge encounter powers because a) you can reuse them more often anyway and b) they're not as powerful as dailies. Dailies are harder to recharge because they're your most powerful abilities and thus sap the most strength from you when you use them.</p><p></p><p>I think using the recharge mechanic goes some way towards alleviating the whole "why can I only do this once an encounter/once a day?" And it doesn't impact the fighter as much as if you just make everything reliable -- the fighter's schtick is still "he's really good at this stuff and can just keep pounding away until he smacks them down". With the recharge mechanic, other people can attempt to "set up" the more difficult shots again if they get lucky.</p></blockquote><p></p>
[QUOTE="pukunui, post: 4495973, member: 54629"] This is something that bugs me too. I've only DMed 4e so far, my players do sometimes get upset when they miss with encounters/dailies. They haven't figured out the teamwork aspect of "setting up" each other's powers, but I do still think that some sort of recharge mechanic for PCs would be good. Monsters get it, after all. I'm thinking maybe that the recharge only applies to powers that don't have either the Reliable keyword or a Miss effect. I'm not sure how many there are of those. Also -- does anyone know or has anyone figured out what criteria WotC used to determine whether or not a power should have the Reliable keyword? It just seems kind of arbitrary to me. I can understand why magical powers wouldn't necessarily have it, but I feel like [I]all[/I] Martial powers should be Reliable, not just a bunch of fighter dailies and one rogue daily. "Hard to set up" arguments aside, it just seems to me like there should not be a limit on the number of times you can attempt a physical action (especially when you've got things like hit points and healing surges to cover "physical fatigue"). Although I haven't played 4e as a player yet, I have been playing in a SWSE game being run by one of the other guys in the group. I have to say that, for all the talk of how streamlined and elegant 4e is, I think that SWSE is even more so and I wish they'd made 4e more like it -- at least in the class structure. I much prefer the talent/talent tree concept to the power concept. Having a talent that lets me reroll any and all Stealth checks is, in my mind, far more elegant, simple and streamlined than having a "power" that lets me do the same thing once in a given fight or once every five minutes. Come to think of it, I also like the 3.5 psionics point-based casting system better than 4e's at-will/encounter/daily powers setup. Good thing I'm DMing 4e instead of playing it! ;) Anyway, I quite like Khaalis' revised recharge thing above, but I'm not sure about the "increasing the recharge chance" bit (possibly too much bookkeeping). I might just leave it at 6 or maybe 5-6. And, as I said, I might limit it to powers that aren't reliable and don't have a miss effect (the archer ranger [I]Hunter's Bear Trap[/I] daily is an example of one that isn't reliable and doesn't do anything on a miss). EDIT: How about this? [B]House Rule: Recharge Missed Powers[/B] Useable with: All encounter and daily powers that do not have the Reliable keyword or a Miss effect. Effect: If you completely miss with an encounter power, then at the start of your next turn that power has recharge :5: :6:. If you completely miss with a daily power, then at the start of your next turn, that power has recharge :6: It's easier to recharge encounter powers because a) you can reuse them more often anyway and b) they're not as powerful as dailies. Dailies are harder to recharge because they're your most powerful abilities and thus sap the most strength from you when you use them. I think using the recharge mechanic goes some way towards alleviating the whole "why can I only do this once an encounter/once a day?" And it doesn't impact the fighter as much as if you just make everything reliable -- the fighter's schtick is still "he's really good at this stuff and can just keep pounding away until he smacks them down". With the recharge mechanic, other people can attempt to "set up" the more difficult shots again if they get lucky. [/QUOTE]
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