Pbartender
First Post
DandD said:A dragon's breath or a wardevil's trident ability are probably iconic abilites that do define the monsters. Too powerful to be used at-will, but not very evocative for the feeling of the combat, if they can use it only once per encounter or even per day.
Ximenes088 said:A dragon breathing early and often is iconic. A malebranche forking people early and often is in the same vein. A monster who makes aggressive use of its keynote abilities, leavened with some uncertainty as to how often they can do it, is pretty much what a monster should be.
Aside from the one being the protagonist hero and the other being the antagonist villain, what's the difference between the dragon breathing fire, and a duelist disarming his opponent or an archer shooting three arrows at once or a wizard blowing something up?
PCs, too, have abilities that could be construed as "Too powerful to be used at-will, but not very evocative for the feeling of the combat, if they can use it only once per encounter or even per day."
DM_Blake said:It comes down to balance...
Each encounter you place in your dungeon is scaled in power to expect that level of PC power.
If random recharge makes it too difficult to predict what power level the PCs are at, then how can we possibly expect it to be predictable enough to be certain that any given monster or combination of monsters make up an encounter that "is scaled in power to expect that level of PC power".
DM_Blake said:Then, when you run the encounters, you will have some encounters where many PCs roll lots of lucky recharges, and they are able to almost literally spam the encounter and consequently they blow it away easily.
Yep, that's right... And sometimes the PCs roll a half dozen critical hits in a row, or roll a series of near maximum damage rolls, and consequently they blow it away easily.
DM_Blake said:Then you'll have some encounters where the opposite happens, and lots of bad rolls causes stuff to not recharge nearly as much as you would expect, and the PCs end up having a very difficult time, maybe even TPK (especially if their bad luck happens in, say, the really challenging climactic fight).
Yep, that's right... And sometimes the PCs have the opposite happen, and lots of bad rolls causes weapons and spells to not deal nearly as much damage as you would expect, and the PCs end up having a very difficult time, maybe even TPK (especially if their bad luck happens in, say, the really challenging climactic fight).
And besides... It's not as if the PCs don't have a sack-load of other abilities and actions that they could be taking should they get a run of bad luck with recharge rolls. They won't be standing around with their jaws hanging open with nothing to do -- they'll be fighting and moving and casting spells
Lacyon said:I don't think they all apply equally to DMs and monsters: the DM is typically controlling a lot of guys.
Which only proves my point about the "complexity" issue some posters have previously brought up... If the mechanic isn't too complex for a DM to use and keep track of for possibly a half dozen or more monsters at a time, then it isn't too complex for a player to use and keep track of for a single PC.
Lacyon said:Having *some* of those guys each round get a clear "use this power whenever its avaialble" option speeds up play without dictating the DM's entire turn.
And see, from my point of view, I don't see anything wrong with the PCs having the same clear "use this power whenever its avaiable" option.
Kamikaze Midget said:Part of it might be because monsters don't have "daily" powers (they're not going to be around tomorrow, in most cases) but PC's do. Not only that, but they've got five of 'em. So being able to use the trident again is part of how they continue to challenge PC's who use their massive powers on the combat. PC's will also have things like healing potions and magic items, while most monsters won't. So a recharge is one way for a monster to gain a bit of a threat, without decimating the PC's resources. It might tap into their daily powers, or into their magic items and potions, but it probably won't wipe them out. Meanwhile, a PC getting another use of their per-encounter powers might swing things against the monsters so drastically that the challenge is removed from the encounter.
Okay... that certainly makes sense...
I'm looking at it from the other end... Giving PCs recharge ability isn't so much about letting them use Encounter powers more often, but about ensuring that high-end At-Will powers don't get spammed every round -- Which is, ostensibly, the worry that made Trip and Disarm go from at-will action that everyone could use in 3E to once-per-encounter powers that only certain classes cold use.
Kamikaze Midget said:Myself, I'd like to see recharge mechanics instead of Per-Encounter mechanics for some (most?) per-encounter abilities. But that's one reason why they might avoid doing it as a default.
Hrm... A thought...
A feat that applies to a single encounter ability. It turns the encounter ability into a "Recharge 6" ability. Perhaps at Paragon and Epic levels, additional higher levels of the feat which each increase the recharge range by one point... to "recharge 4 5" and "recharge 3 4 5" respectively.