I've been wondering about ways to limit At-Will powers so that not every attack is a power.
While I agree that limiting at will can open a big can o worms, the Original Poster asked for something and got a lot of debunking instead of the answer he wanted.
for zero micromanagement "archer can shoot infinite number of arrows" kind of playstyle, stick with 4e raw. But for "must avoid spending too much charges" kind of play, what i propose changes drastically the game, yes, that's the idea, but could work for what the OP is searching.
Sure, it may junk some builds that are based on at-will powers, but tweaking can always be done...
------------
Each PC has a single power points reserve. Mana Points (Arcane Pool), Faith Points (Divine Pool), Prowess Points (Martial Pool), etc. Basic attacks don't belong to any pool and thus there is no points reserve for them.
At-Wills Heroic powers cost x1 point
Per Encounters Heroic powers cost x2 points
Dailies Heroic powers cost x3.
Heroic tier powers cost x1
Paragon tier powers cost x2
Epic tier powers cost x3
For example, using an Epic daily costs 9 points.
Simple numbers = easy to use system!
This points cost is in addition to the normal raw limitation of the power itself. So even if you have tons of points left, you still can't use your daily more than once per day.
The amount of points depends mainly on PC level (actually, on the number and tier of known powers of a generic PC of that level), and is tweaked to be based on a typical "fighting day", where not all of the best powers are used in every fights, and were minor battles put a lot more emphasis on using only basic strikes.
There are many ways to calculate the number of PP given, but all rely on the following factors (determined once, not each game!):
1- determining average number of milestones per day
2- determine expected/wanted usage of powers, in terms of numbers and frequency, within that frame.
3- determining milestone "variance": do you want the PCs to get ALL of their PP after and extended rest, once (this allow nuking when PCs know there is only a single encounter in the day, and makes extended dungeon crawls VERY dangerous, forcing early stop too easily), or instead at the other extreme, PCs get ONLY the milestone share per milestone (and thus will invitably get creamed in the boss fight).
I personnally go with this:
Simply total the number of powers (per encounters and daily should cost more but they should also be used less often). Double it. Then mutiply it by the tier number. This is the size of the power points reserve. For example at level 1 this means 8 PP, and 102 PP at level 30.
After an extended rest, the PP reserve gets fully restored.
After a milestone, half the PP reserve will get restored the next time a short rest is finished. Note that this does not "stack", if the PCs go two miestones without resting, they will stick get only half their PP reserve back.
Finally, since "realistic story" encounters are not alwyas exactly tailored to PC level, a milestone shoulds not be reached after any 2 encounters. Killing a lonely goblin sentry then later killing a single small webspider do not a milestone make. Encounters are now of 4 types: Negligible, Minor, Moderate, and Major. When in doubt, use the lesser encounter type. Milestones are reached after reaching "8 milestone points".
A Major Encounter is an important major battle, but not necesserally a boss fight. Any typical fight in any typical D&D module you buy is automatically a major encounter, simply because they are all "designed" to be equal to PC level. A major encounter is worth 4 milestone points. Which makes it the same as in the raw (milestone after 2 encounters). It is not necesseraly a fight, but could be something of equal challenge.
A Moderate Encounter is one in which the PCs clearly have the advantage, and will definitely win but they must still take the fight seriously. For example, if a D&D 4 module "encounters always tailored to PC level" would make the PCs fight say 8 orcs, and in the "the story may actually change encounter power level", the PCs actually managed to fight the 8 orcs but in two completely separate days, in two batches of 4, then those 2 fights are 2 "Moderate" encounters and instead of a "Major" encounter. A Moderate Encounters count as 2 milestone points. A moderate encounter is like a "more or less half the challenge" encounter.
Minor Encounters are for encounters where the PCs will surely win easily but might still take non-negligible damage. For example, if the PCs manage to fight only 2 of the 8 previous orcs separately, that is a Minor encounter. Minor encounters count as 1 milestones point. They are like "about one fourth the challenge" encounters.
Negligible Encounters are for encounters where the PCs will surely win very easily and will probably won't even take any kind of serious damage, maybe a couple small scratches. For example, if the PCs manage to fight only 1 of the 8 orcs separately, then its an easy kill, and is a Negligible encounter. Negligible encounters give ZERO milestones points. While picking off all 8 orcs one by one is very efficient and maybe very intelligent, it is also much less heroic.
Challenges must overall be reduced a bit while still giving the same amount of experience (i don't do it because I think leveling up every 10 encounters is a way too fast progression rate -- i don't do campaigns that end after only one year of play but what the hey if you like diablo good for you, personnally I believe if I want to make a 5 year long campaign with a convoluted story and down-to-earth heroes where the end isn't made of manga-style PCs at the power level of gods, this also means that it will forcibly take more than one adventure for them to level up, and thus a much reduced progression rate, enough so that they have ample opportunity to interact and know their own allies full set of powers BEFORE reaching the next level, instead of leveling up after sometimes not even having the chance to having used all of their OWN new powers... but that is for another thread) they important thing is to take into account that with my system players will definitely have reduced capabilities in the long run, and thus will often have to rely on more than just their powers and equipment, but aso their brains and/or their tongues.
Magic must also be adressed in the same manner as PC powers, otherwise this makes magic much more powerful reltive to the Pcs themselves. since this set of rules is for less-uber worlds, it should be definitely controlled. A good way to control it strongly is to use a couple of the ideas right below. So even if the PCs are fulldecked with too much magic, they won't be able to use it all anyway.
Idea one: Double the number of magic item per day usages gained after extended rest, but not after milestones. Unless item has keyword "frequent" added to its daily power, using that item's power costs two charges of daily magic item usage.
Idea two: Permanent items require "soul linking" to work. This is simply spending a small number of PP to gains the items benefits, otherwise the magic doesn't activate for that PC. Let's say, 2 PP per "plus" (varies according to how much limitation wants to be put on magic items -- if you want your heroes full decked with stuff, maybe 1 PP per plus is better...) Side benefit: allow introducing the fact that a epic item can only be activated by an epic character, for example... Items giving bonuses to the one creature using it (rather than some environmental effect like a magic bridge) require a new soul-link per each new user, and can have only one soul link existing at a time (so giving a friend your armor means you have to pay again if he gives it back to you afterward). -- strong incentive against "constant magic item switching". Item switching would occur after an extended rest, and not in the middle of adventuring.
Idea three: item powers are not free but items are merely containers that are powered by the soul or whatever. This makes it cheaper to use the item, but doesnt make it free. So if you have a wand with a really cool per encounter power, instead of trying to use it in EVERY fight, you'd made wiser choices to use it only when it is best. Powers used through items require half the PP. So a PC with lots of magical items would essentially up to double his usages of powers, not get unlimited power, making being loeaded like a christmas tree with items a useless idea. Howeve,r personnally I don't like very much keeping track of "half points" of anything. Makes my teeth grind. So maybe instead it could be "you pay full PP" (essentially, magic items just give more diversity to your repertoire of powers, but not more actal quantity of power) but it makes the items more lame because player chosen powers are usually better than random treasure item power. I also don't like mixing too muh player capability with item capability. What i use is that magic item powers cost 1 PP less than normal. And for an at-will power, I add a checkbox just like per encounter powers, and the first use is free (unchecked box) but not the others, and when encouner powerds are restored so does the at-will "free use" box. This helps prevents using the same item over and over.
With my system, wise PCs will try to avoid overkill attacks modes, to keep their points for the important fights only. They will see that using their intelligence instead of blindly showing off like mad with their best powers, will make those powers shine a lot more when used in those important fights. It is unfortunately much more micromanagement,
The system must also be extended to cover magical items, but I haven't that part in a satisfactorily simple manner.
Something must be done to help a bit those classes that have pitiful basic attacks relative to their at will attack powers. For spellcasters, this is easily done by making all rituals dependent on specific classes, often the wizard.
Also, forgot the racial and class powers, they should also affect the number of power points received.
All that being said and done, I wouldn't use this system with a typical d&d 4 campaign unless I also implemented limits on class and racial choices. When you have players that can play eladrins that can TELEPORT in the middle of battle, and devils er tieflings right in the middle of the paryt, this smaklcs so much of "uberly exagerated sky-high fantasy" that putting limitations on powers seems retty moot.
My opinion id that adapting D&D 4 to a less "uber high fantasy" and more of a mediaval fantasy" type of setting is very difficult, but th system presented here is a good start.