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<blockquote data-quote="FireLance" data-source="post: 4614203" data-attributes="member: 3424"><p>Here are a couple of tweaks that I plan to playtest in the next campaign I run:</p><p></p><p><strong>Recharge on a miss:</strong> When you use an encounter power and miss with all your attacks, you can recharge that power on a <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />. When you use a non-reliable daily power and miss with all your attacks, you can recharge a spent encounter power on a <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />. Recharge chances stack. If you miss with two encounter powers, you recharge on a <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:" />, but you only get to recharge one power at a time, and you reduce your recharge rate by 1 when a power is recharged.</p><p></p><p><strong>Minion hit point pool:</strong> Minions have a collective hit point pool equal to 4 hp + 4 hp/level for each minion. Four 1st-level minions would thus have a hit point pool of 32 hp. An attack that hits a minion removes that minion from play, and deals its normal damage to the hit point pool. Effects that deal automatic damage do not immediately kill minions, but they deplete the hit point pool, as do effects that deal damage on a miss. Once the hit point pool is completely depleted, any damage dealt to a minion kills it, even if it was from an attack that missed. This makes minions more durable during the initial stages of combat because only an attack that hits will kill them, and more fragile during the later stages of combat, when the minion hit point pool is depleted, because any effect that deals damage will kill them.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4614203, member: 3424"] Here are a couple of tweaks that I plan to playtest in the next campaign I run: [B]Recharge on a miss:[/B] When you use an encounter power and miss with all your attacks, you can recharge that power on a :6:. When you use a non-reliable daily power and miss with all your attacks, you can recharge a spent encounter power on a :6:. Recharge chances stack. If you miss with two encounter powers, you recharge on a :5: :6:, but you only get to recharge one power at a time, and you reduce your recharge rate by 1 when a power is recharged. [B]Minion hit point pool:[/B] Minions have a collective hit point pool equal to 4 hp + 4 hp/level for each minion. Four 1st-level minions would thus have a hit point pool of 32 hp. An attack that hits a minion removes that minion from play, and deals its normal damage to the hit point pool. Effects that deal automatic damage do not immediately kill minions, but they deplete the hit point pool, as do effects that deal damage on a miss. Once the hit point pool is completely depleted, any damage dealt to a minion kills it, even if it was from an attack that missed. This makes minions more durable during the initial stages of combat because only an attack that hits will kill them, and more fragile during the later stages of combat, when the minion hit point pool is depleted, because any effect that deals damage will kill them. [/QUOTE]
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