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<blockquote data-quote="Gothmog" data-source="post: 4443033" data-attributes="member: 317"><p>Hey Celtavian, I think I might have a workable solution for you that my group has messed around with in 4e. Like you, not being able to use encounter powers again in an encounter bugged a couple of my players, and I prefer to run a few tough fights rather than 3-4 smaller ones during a given adventuring day.</p><p></p><p>So we started a side-campaign from 1st level exploring 2 additions to the rules about how powers are used.</p><p></p><p>1) Any character can expend two healing surges to gain one encounter power use back. This can be done multiple times per combat if desired. We explain this as drawing on innner resolve and adrenaline to power martial maneuvers, and channeling magical or divine power through the caster's body for arcane or divine power. In any case, the effort leaves the character tired, sore, and somewhat drained.</p><p></p><p>2) I think you were the one who mentioned that spells don't seem to do enough damage in comparison to older editions. One of my players who likes wizards a lot had the same problem, although he loves the rest of 4e. Our solution was to allow a character to burn one healing surge to increase the damage by 1W die. All Heroic level characters can burn 1 healing surge this way on a single attack (for +1W), Paragon can burn two (for +2W), and Epic three healing surges (+3W). Wizards can burn twice this number of surges per attack, and gain higher damage (+2W, +4W, or +6W). However, if the attack misses, the healing surges are still burned away, so its a chancey propasition for most casters.</p><p></p><p>We've played to 3rd level using these rules, and so far they seem to work. Since we prefer fewer encounters per day, we had found most PCs ended the day with 2-6 unusued healing surges. Using these rules, the PCs have to be a little more careful with their surges, and there is a chance that the character might exert himself too much/strain or damage muscles/channel too much energy and not be able to heal any for the next day (no more healing surges left). We haven't found that burning surges for extra encounter powers really affects combat balance much, but burning surges for extra damage can be very dramatic and fun. I don't know how it will play at higher levels yet, but so far its made the wizard lover happy, and given all the PCs an extra way to manage resources that they seem to enjoy.</p><p></p><p>Would this fix help any with your problems?</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4443033, member: 317"] Hey Celtavian, I think I might have a workable solution for you that my group has messed around with in 4e. Like you, not being able to use encounter powers again in an encounter bugged a couple of my players, and I prefer to run a few tough fights rather than 3-4 smaller ones during a given adventuring day. So we started a side-campaign from 1st level exploring 2 additions to the rules about how powers are used. 1) Any character can expend two healing surges to gain one encounter power use back. This can be done multiple times per combat if desired. We explain this as drawing on innner resolve and adrenaline to power martial maneuvers, and channeling magical or divine power through the caster's body for arcane or divine power. In any case, the effort leaves the character tired, sore, and somewhat drained. 2) I think you were the one who mentioned that spells don't seem to do enough damage in comparison to older editions. One of my players who likes wizards a lot had the same problem, although he loves the rest of 4e. Our solution was to allow a character to burn one healing surge to increase the damage by 1W die. All Heroic level characters can burn 1 healing surge this way on a single attack (for +1W), Paragon can burn two (for +2W), and Epic three healing surges (+3W). Wizards can burn twice this number of surges per attack, and gain higher damage (+2W, +4W, or +6W). However, if the attack misses, the healing surges are still burned away, so its a chancey propasition for most casters. We've played to 3rd level using these rules, and so far they seem to work. Since we prefer fewer encounters per day, we had found most PCs ended the day with 2-6 unusued healing surges. Using these rules, the PCs have to be a little more careful with their surges, and there is a chance that the character might exert himself too much/strain or damage muscles/channel too much energy and not be able to heal any for the next day (no more healing surges left). We haven't found that burning surges for extra encounter powers really affects combat balance much, but burning surges for extra damage can be very dramatic and fun. I don't know how it will play at higher levels yet, but so far its made the wizard lover happy, and given all the PCs an extra way to manage resources that they seem to enjoy. Would this fix help any with your problems? [/QUOTE]
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