Milestons

Kaledor

First Post
I thought I read here once where people had other effects for milestons in 4E.

My group was thinking of lettng each player individually choose from:
- Gain an action (as normal)
- Gain a healing surge (not to exceed your maximum)
- (some other choice... haven't fully decided)


Anyways, my questions:
1) Does anyone see anything wrong with allowing a character to choose a healing surge at a milestone? (sure it will allow that group to continue adventuring a little longer, particularly at low levels, but isn't that a good thing? Any other thoughts?)

2) Does anyone have any other cool choices for characters at a milestone?
 

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We use a variant house rule with regards to milestones but the following summary will be portable to most games.

Throughout the campaign the players are able to find grimoires. Grimoires contain specific milestone powers that the group can decide collectively to learn. At every milestone, the group gets a single point that can be spent to activate one of these powers. They typically only affect a single character, so the decision has to be made as a group (we had a general lack of group unity for a while and this aimed to correct it).

Powers can include anything, but in general should be fun, quick to adjudicate stuff like:
  • add charisma modifier to next attack roll
  • next damage die is maximized
  • opponent deals minimum damage
  • automatically stabilize
  • roll 2d10 instead of 1d20 on next attack roll
  • etc.

The result is that the party is motivated to keep adventuring but also motivated to collect grimoires. Grimoire abilities are enjoyably to collect but not *that* empowering overall and so it is a fun little bonus in the game.
 

Aero. does the group still get their action points for a milestone?
What did you think of giving them the option of regaining a healing surge instead of an action point?
 

Aero. does the group still get their action points for a milestone?
What did you think of giving them the option of regaining a healing surge instead of an action point?
Yeah, they still get an action point. Overall this house rule tends to increase the power of the group but in a cinematic and pro-teamwork way so I accept it.

I think returning a healing surge is significantly less powerful than an action point and so few people will find it an attractive option. Most groups that I've seen have little problem taking an extended rest to get healing surges back and, more importantly, often have surges to spare. If someone does want to take that route, though, I say let em go for it and have a good time.
 

* Allow the PCs to stage an ambush
* Meeting up with reinforcements
* 'Unlocking' a minor quest
* Gaining a treasure earlier than planned
* Letting them change a bit of terrain
* Slowing or stopping villain's plans with swift action
* Gain temporary boon or blessing if appropriate
* Bragging rights at the tavern

I've used all of those, and generally prefer milestone rewards to be organic and based on the story, much like I use milestones.

That said, I did come up with an action point variant you could steal - instead of or in addition to action points. Basically they are cards that grant an auto-hit but have some drawback, like provoking opportunity attacks or triggering hazardous terrain.
 

One thing you may want to consider...

still give the action point per milestone.
However, open up additional uses for it such that an action point can be spent to do your normal action point thing. OR the action point can be spent to regain a healing surge (and no other action-point effect you would normally get). OR gain a +X bonus to your next d20 (instead of your normal action point use ability).

By doing it as a function of action point uses, you are allowing some flexibility to let someone choose at the moment what is important rather than having someone pick ahead of time whether they want the surge or action point (because if i have to guess in advance, i will almost always go for the action point since it is so much more powerful). But a lesser option as an on-the-fly alternative when i need it does make it more likely that i will end up using it.

Basically, if you don't think your players will ever end up using it, then it's not even worth implementing the house rule as it would be one more thing to keep track of for no effect. And if you make the player decide healing surge or action point at the time of milestone attainment, I don't see the healing surge being chosen very often (if at all)
 
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I like the idea of getting surges back to continue adventuring, but my party would hardly use them. The wizard and thief use all their dailies by the time the fighter is down on durges and now everyone needs a rest.

I would like to see an optional expansion that allows you to cash in a AP (or more) to do more than get an action. Something like get a utility power back with 1 AP and 2 gets you a attack power back. Maybe cash one in and you can gain a surge that you can use as a minor action in this fight and + damage or hit on next attack this round. It may not be a good as another attack with another encounter or daily this round, but if you ever needed to spend an AP to 2nd wind, this may offer options to almost 2nd wind, but next round and you still get something this round.

I would be interested in some more options on this.
 

How about when you use an action point you have the option to regain hit points as if you had spent a healing surge. This way if you get in a pinch you can heal 50% of your health. For balancing you can say using an AP in this way requires an standard/move/minor action or as a requirement you must be bloodied.
 

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