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General Tabletop Discussion
*Pathfinder & Starfinder
PCs With Recharging Abilities... Why Not?
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<blockquote data-quote="Ximenes088" data-source="post: 4166184" data-attributes="member: 59899"><p>You're right- most of the time, it <em>is</em> in their interest to open up early and hard with encounter powers. Yet the penalty for holding it back is minimal. 30 HP damage out of a 100 HP monster means almost the exact same thing at every HP range from 100-31. It can be more advantageous to save the power until after the tactical situation shakes out and you can identify who really needs to have his day ruined. You can afford to take a few rounds to drop the power without "wasting" any of it overkilling an almost-dead enemy.</p><p></p><p>Conversely, the more encounter powers you have, the more incentive you have to drop them quickly when a recharge mechanic is in play. Assuming a power recharges on a roll of 6, every encounter power after the first drastically increases the chances you'll have at least one encounter power up on any given round. With six of them, by the time you've burnt your sixth power, you've rolled to recharge as many as 15 times.</p><p></p><p>In a personal sense, it's annoying to me to have an uncertain amount of resources going into a fight. With a recharge mechanism, I don't know if I have 1 shot of a power or 2 or 3 or 15. I have enough uncertainty to deal with in coping with good or bad rolls. I really don't want to play a Book of Nine Swords Crusader-style resource management minigame alongside it.</p></blockquote><p></p>
[QUOTE="Ximenes088, post: 4166184, member: 59899"] You're right- most of the time, it [I]is[/I] in their interest to open up early and hard with encounter powers. Yet the penalty for holding it back is minimal. 30 HP damage out of a 100 HP monster means almost the exact same thing at every HP range from 100-31. It can be more advantageous to save the power until after the tactical situation shakes out and you can identify who really needs to have his day ruined. You can afford to take a few rounds to drop the power without "wasting" any of it overkilling an almost-dead enemy. Conversely, the more encounter powers you have, the more incentive you have to drop them quickly when a recharge mechanic is in play. Assuming a power recharges on a roll of 6, every encounter power after the first drastically increases the chances you'll have at least one encounter power up on any given round. With six of them, by the time you've burnt your sixth power, you've rolled to recharge as many as 15 times. In a personal sense, it's annoying to me to have an uncertain amount of resources going into a fight. With a recharge mechanism, I don't know if I have 1 shot of a power or 2 or 3 or 15. I have enough uncertainty to deal with in coping with good or bad rolls. I really don't want to play a Book of Nine Swords Crusader-style resource management minigame alongside it. [/QUOTE]
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PCs With Recharging Abilities... Why Not?
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