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Community
General Tabletop Discussion
*Pathfinder & Starfinder
PCs With Recharging Abilities... Why Not?
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<blockquote data-quote="Ximenes088" data-source="post: 4164424" data-attributes="member: 59899"><p>I don't see recharge mechanics playing any role in 4e until designers get so played out that they start doing goofy stuff. It's a pretty basic optimization issue in that fast recharge turns any encounter power from "once per encounter" to "once per fast recharge interval", whatever that is. If your power is so useful that you're willing to spend X turns contemplating your navel to use it again, then it's by-definition your best option for the situation. For that tactical option to make sense, you'd have to design the power to be so useful _sometimes_ that you'd willingly pay the recharge fee to spam it, yet not so generally useful that you'd do such a thing often. That would seem to require a lot more designer artifice than can reasonably be expected.</p><p></p><p>In a larger sense, recharge mechanics strip some of the tactical elements out of a fight. A "Roll 4+ to recharge" mechanic rewards those characters who spam their most relevant per-encounter powers early and often, maximizing the number of times they get to use it in the fight. For each round the power is available, the player doesn't really think- they just hit the button, because that's the smartest thing to do. A "Wait X turns to recharge" mechanic does exactly the same thing, it just gives you a set interval of predetermined actions.</p><p></p><p>Recharge mechanics seem bad to me because they give you a "best option", and they give it to you more often the more often you exercise it. It may be that no single rechargeable power really is the best for a given encounter, but the mechanism helps fool people into thinking there is, or feeling unease over not spamming a seemingly-useful encounter power as fast as they can.</p></blockquote><p></p>
[QUOTE="Ximenes088, post: 4164424, member: 59899"] I don't see recharge mechanics playing any role in 4e until designers get so played out that they start doing goofy stuff. It's a pretty basic optimization issue in that fast recharge turns any encounter power from "once per encounter" to "once per fast recharge interval", whatever that is. If your power is so useful that you're willing to spend X turns contemplating your navel to use it again, then it's by-definition your best option for the situation. For that tactical option to make sense, you'd have to design the power to be so useful _sometimes_ that you'd willingly pay the recharge fee to spam it, yet not so generally useful that you'd do such a thing often. That would seem to require a lot more designer artifice than can reasonably be expected. In a larger sense, recharge mechanics strip some of the tactical elements out of a fight. A "Roll 4+ to recharge" mechanic rewards those characters who spam their most relevant per-encounter powers early and often, maximizing the number of times they get to use it in the fight. For each round the power is available, the player doesn't really think- they just hit the button, because that's the smartest thing to do. A "Wait X turns to recharge" mechanic does exactly the same thing, it just gives you a set interval of predetermined actions. Recharge mechanics seem bad to me because they give you a "best option", and they give it to you more often the more often you exercise it. It may be that no single rechargeable power really is the best for a given encounter, but the mechanism helps fool people into thinking there is, or feeling unease over not spamming a seemingly-useful encounter power as fast as they can. [/QUOTE]
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PCs With Recharging Abilities... Why Not?
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