Per-Encounter Powers

First of all, I am sad to see anything about AEDU go.

Secondly, if it has to go, I don't think encounter powers aka "abilities that you regain after a short rest" have to follow. I've been wondering lately whether the Fighter could have encounter powers as part of his toolkit -- so, instead of having X number of action surges per day, you get X number of them to use whenever but you need a short rest to regain them. So, the Fighter can exert himself during a battle, and fighting is what he does best, so he just needs some time to catch his breath and he's ready to push himself to his limits in the next fight.
 

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I agree with both Abstruse and FireLance. I see no rational reason why powers that recharge after a short rest should require every encounter to be an elaborate set piece, but 4E as a whole certainly encouraged that approach to adventure design. This approach pervaded everything from the formatting of published adventures to the math for XP budgets. The most concrete rule that demonstrated the degree to which this approach was baked into 4E's DNA is the rule for milestones, which required the DM to explicitly designate what counted as a "real encounter."

So I think there can still be a place for powers that recover after a short rest, but I definitely won't miss an overemphasis on the Encounter as the fundamental building block of adventures.
Hold on, I actually don't mind encounter powers per se, especially in 4e. And I have no problems rationalizing being able to do something once but needing a five minute breather to do it again. It's your flying dropkick, the haymaker punch, the crane kick, the Matrix bullettime dodge, Rob Van Dam's Rolling Thunder. It's something you can do, but it takes a lot out of you and you can't do it more than once without resting and stretching out your muscles. And if I can justify it for a martial character, I sure as hell can for a caster.

Encounter-based powers in and of themselves are not a bad thing. They become a bad thing when they start piling up on each other or dominate to the point that they shift the entire adventure design paradigm to an encounter-based design. That's when your DM has to start making every encounter dangerous in order to keep up and that's when the problems start happening. If every class gets an encounter power every level or three, then you start getting a problem.

Honestly though, I don't see a huge difference between a "you get it back after a short rest" power and a "you can use this X times per day" power like the little class benefits from Pathfinder for wizards and clerics or the various racial abilities. What's the real difference between "You can do this after a short rest" vs. "You can do this a number of times per day equal to your (attribute modifier) plus two"? All the latter does is guarantee that a min-maxer's going to spam it even more.

And even encounter-based design isn't really that bad when compared to the alternative. The whole reason they went with the AED power structure was an attempt to fix the 10 Minute Workday problem. And honestly, it kind of did. It just caused a new problem. Whichever one is the bigger issue really depends on your group and your personal tastes. For me, the difference is solely in tone. A 1st/2nd/3.x/PF game to me is an adventure story, while 4e is an action story. Neither one is really better or worse than the other, they're just different approaches to telling the story and bring a different tone to the game.

Personally, I'd like to see a way to get the best of both worlds. "You can use this ability 3 times per day, but you must take a short rest after each use to be able to use it again." Possibly with another mechanic to allow them to be saved up to be spammed multiple times before a short rest, but causes you to be winded (move half speed and have disadvantage on attacks until you take a short rest). A little something like that could be just the boost to balance out a weaker class/theme combo against the other classes, and it also gives you more interesting tactical options and can force you to make some tough choices in combat.

Really though, all of this are things that really shouldn't be in the core rules. If they do decide to put encounter powers back in the game, even with limitations like I wrote about, those should be in a rules module like the advanced combat, or specific optional character themes that aren't "core".
 

I like the idea of PC's having different resources to use that are not on either the at will or long rest recharge list. Having these types of resources (call them something other than encounter powers if you want) does several good things in my opinion.

They provide somewhat more powerful options than at wills attacks- this is great because it gives combats more flavor than "I hit it" or "I magic missile monster x" with the occasional fireball or other big gun thrown in.

Because they are not a DAILY resource the short rest recharge powers help combat the 5 minute work day. By providing something with a bit more oomph than the at wills people can save their long rest recharge powers until they are more truly needed thus lengthening the adventuring day.
 

The 15-minute adventuring day is back.

I don't know if encounter powers are the solution, though. Here are some other ideas I had for similar mechanics:
  • 3/day you can take a short rest and regain a spent spell slot.
  • You can use a spell slot you've already cast by spending a stamina point. You get all your stamina points back during a short rest. Most PCs would only have 1-2 such points, max.
  • After each significant encounter, you gain an action point. You can spend these to take an extra action, reroll a die, or cast a spell without using a slot.
These sorts of mechanics feel slightly less "artificial" than encounter powers, and can be better balanced because you acquire resources through less automatic means. I hope the D&D design team puts in some mechanics like this as a module for people who want non-daily resources.

-- 77IM
 

The 15-minute adventuring day is back.

I don't know if encounter powers are the solution, though. Here are some other ideas I had for similar mechanics:
  • 3/day you can take a short rest and regain a spent spell slot.
  • You can use a spell slot you've already cast by spending a stamina point. You get all your stamina points back during a short rest. Most PCs would only have 1-2 such points, max.
  • After each significant encounter, you gain an action point. You can spend these to take an extra action, reroll a die, or cast a spell without using a slot.
These sorts of mechanics feel slightly less "artificial" than encounter powers, and can be better balanced because you acquire resources through less automatic means. I hope the D&D design team puts in some mechanics like this as a module for people who want non-daily resources.

-- 77IM
And I'm back to having to design every single encounter to individually be challenging or else they'll never be in any danger. This is exactly what I was talking about above when it comes to shifting back to an encounter-based design.
 

First of all, I am sad to see anything about AEDU go.

Secondly, if it has to go, I don't think encounter powers aka "abilities that you regain after a short rest" have to follow. I've been wondering lately whether the Fighter could have encounter powers as part of his toolkit -- so, instead of having X number of action surges per day, you get X number of them to use whenever but you need a short rest to regain them. So, the Fighter can exert himself during a battle, and fighting is what he does best, so he just needs some time to catch his breath and he's ready to push himself to his limits in the next fight.

Yes, it might make more thematic sense to keep encounter powers for the old martial classes, and have spellcasters with the dailies. And in my opinion this would be a useful device.

I have a problem if everyone is given a all their best resources as dailies. The players have a strong incentive to make life easy for themselves, and if they weren't aware of a schedule of encounters when they blow all their powers in the third out of five . . . then who needs to sort it out - the players by "learning the hard way" (not known for being fun, and I'm not casting myself in role of mystic guru here, it's just entertainment), or the DM by allowing more extended rests (we just set the difficulty to "easy" - yawn)?

Encounter powers force the pacing a little, and smooth the differences between those two extremes.
 

And I'm back to having to design every single encounter to individually be challenging or else they'll never be in any danger. This is exactly what I was talking about above when it comes to shifting back to an encounter-based design.

Just don't let them short rest (it's trivial to adjust the short rest duration to help enable this, if you want), or have clear drawbacks for resting, and design the dungeon with smaller "encounters" using the wave-encounter suggestions in the DMG2.

"Encounter" is just short-hand for "per short rest". It doesn't have to literally mean "encounter".
 

Just don't let them short rest (it's trivial to adjust the short rest duration to help enable this, if you want), or have clear drawbacks for resting, and design the dungeon with smaller "encounters" using the wave-encounter suggestions in the DMG2.

"Encounter" is just short-hand for "per short rest". It doesn't have to literally mean "encounter".
Tell you what...you can come run a session with my group and try that on them and we'll see exactly how well that works...
 

Tell you what...you can come run a session with my group and try that on them and we'll see exactly how well that works...

Please, enlighten me.

If I were to make short rest = 1 hour, have wandering monster checks every 10 minutes, and have smaller encounters throughout a dungeon, how would your group react?
 

Just don't let them short rest (it's trivial to adjust the short rest duration to help enable this, if you want), or have clear drawbacks for resting, and design the dungeon with smaller "encounters" using the wave-encounter suggestions in the DMG2.

"Encounter" is just short-hand for "per short rest". It doesn't have to literally mean "encounter".

That is not really a good fix, having the DM design the scenario to remove Encounter Powers is essentially just screwing over the players by making the powers Daily anyway. I could easily achieve that by removing the powers without the issue of misleading the players about what their PC's will be able to do.

If a player has invested in an Encounter power, they presumably want a power that works every encounter, which means the DM either has to worry about encounter based design or result in the player having no idea what the power level really is. Which frankly makes them a reasonably bad idea.
 

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