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General Tabletop Discussion
*Dungeons & Dragons
Encounter Pwr Recharge House Rule?
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<blockquote data-quote="Uller" data-source="post: 6018640" data-attributes="member: 413"><p>Thanks for the feedback all. I've taken a lot of the advice to heart. Specifically avoiding/modifying soldiers and other monsters with damage reducing/hit avoiding powers and encouraging my players to use APs to nova on monsters early. </p><p></p><p>In a recent fight, I had a monster (Bronze Warder) with Resist All 5. It made sense to keep it, but once he was bloodied, I described him has damaged and hits penetrating into his inner workings (and did away with the Resist All). Once he dropped, his controller fled and was hit by an OA and I just said it killed him...The fight was EL 8 for a 6th level party and took about 5 rounds (there were minions, two lurkers and the Warder). That's pretty much what I expected.</p><p></p><p>So I think I have combat grind generally under control. However, I still see times when PCs need a bit of a boost or an option to pull themselves out of a jam. I think if you combine a lot of the suggestions here with the "DMG Page 42" suggestions you can come up with a rule that allows for expanded use of second winds for things other than healing/improved defenses. </p><p></p><p>So...</p><p></p><p>Ad Hoc Second Wind Usage:</p><p></p><p>PCs can use a second wind to do the following (all still expend a healing surge...so there is always a daily resource cost):</p><p>1. Traditional - Standard Action: regain healing surge value in HP and +2 to all defenses</p><p>2. Move Action: Regain HP _or_ +2 to defenses</p><p>3. Interrupt: Force an enemy to reroll an attack (too much?)</p><p>4. Standard Action: recharge and use an encounter power.</p><p>5. Minor Action: Recharge an encounter power but don't use it.</p><p>6. Minor Action: Make a saving throw against a save ends effect.</p><p>7. Not an Action: Reroll any single roll (attack/save/check/damage) but you must take the second result</p><p>8: Ad hoc: Allow players to come up with other reasonable uses not listed.</p><p></p><p>Elites and Solos can use one healing surge per encounter for items 2-7.</p><p></p><p>We're going to try it and see how it goes.</p></blockquote><p></p>
[QUOTE="Uller, post: 6018640, member: 413"] Thanks for the feedback all. I've taken a lot of the advice to heart. Specifically avoiding/modifying soldiers and other monsters with damage reducing/hit avoiding powers and encouraging my players to use APs to nova on monsters early. In a recent fight, I had a monster (Bronze Warder) with Resist All 5. It made sense to keep it, but once he was bloodied, I described him has damaged and hits penetrating into his inner workings (and did away with the Resist All). Once he dropped, his controller fled and was hit by an OA and I just said it killed him...The fight was EL 8 for a 6th level party and took about 5 rounds (there were minions, two lurkers and the Warder). That's pretty much what I expected. So I think I have combat grind generally under control. However, I still see times when PCs need a bit of a boost or an option to pull themselves out of a jam. I think if you combine a lot of the suggestions here with the "DMG Page 42" suggestions you can come up with a rule that allows for expanded use of second winds for things other than healing/improved defenses. So... Ad Hoc Second Wind Usage: PCs can use a second wind to do the following (all still expend a healing surge...so there is always a daily resource cost): 1. Traditional - Standard Action: regain healing surge value in HP and +2 to all defenses 2. Move Action: Regain HP _or_ +2 to defenses 3. Interrupt: Force an enemy to reroll an attack (too much?) 4. Standard Action: recharge and use an encounter power. 5. Minor Action: Recharge an encounter power but don't use it. 6. Minor Action: Make a saving throw against a save ends effect. 7. Not an Action: Reroll any single roll (attack/save/check/damage) but you must take the second result 8: Ad hoc: Allow players to come up with other reasonable uses not listed. Elites and Solos can use one healing surge per encounter for items 2-7. We're going to try it and see how it goes. [/QUOTE]
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