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Power recharging - mana pool
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<blockquote data-quote="CapnZapp" data-source="post: 4579774" data-attributes="member: 12731"><p>First off, while a powers recharging system is neat, it isn't really the most important resource to write a recharging rule for.</p><p></p><p>That is because the system is already from the beginning designed to allow characters to continue after using up all their big guns.</p><p></p><p>However, 4E still contains a resource that can stop a party cold in its tracks because one party member has expended all his charges. This isn't spell slots any longer - it's healing surges.</p><p></p><p>So when I say powers aren't the most important resource, that doesn't mean they aren't important. Only that healing surges are even more critical.</p><p></p><p>It would therefore make sense to apply these ideas to healing surges first and foremost. That is, create a recharging system for healing surges.</p><p></p><p>However, I fully understand that would be off-topic for this thread. In here my point is only this:</p><p></p><p>Making the powers recharge using healing surges as fuel is probably not a good idea. That wouldn't solve much of anything. Healing surges is already a more critical resource. If anything, this suggests the opposite: </p><p></p><p><strong>A rule that allows you to spend mana to regain healing surges.</strong></p><p></p><p>This could mean the difference between a party moving on and being forced to rest (which is a much more unfun proposition than being out of kewl powerz, especially when it happens only fifteen minutes after you started the day...) </p><p></p><p>You can always survive on your at-wills only, but you can't risk combat when you have run out of surges.</p><p></p><p>To end my post full circle, my farewell question thus becomes: </p><p><strong>If mana can fuel surges, what could then fuel mana? (i.e. what resource could be expended to regain mana other than surges/hit points)?</strong></p><p></p><p></p><p>Best Regards,</p><p>Zapp</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4579774, member: 12731"] First off, while a powers recharging system is neat, it isn't really the most important resource to write a recharging rule for. That is because the system is already from the beginning designed to allow characters to continue after using up all their big guns. However, 4E still contains a resource that can stop a party cold in its tracks because one party member has expended all his charges. This isn't spell slots any longer - it's healing surges. So when I say powers aren't the most important resource, that doesn't mean they aren't important. Only that healing surges are even more critical. It would therefore make sense to apply these ideas to healing surges first and foremost. That is, create a recharging system for healing surges. However, I fully understand that would be off-topic for this thread. In here my point is only this: Making the powers recharge using healing surges as fuel is probably not a good idea. That wouldn't solve much of anything. Healing surges is already a more critical resource. If anything, this suggests the opposite: [B]A rule that allows you to spend mana to regain healing surges.[/B] This could mean the difference between a party moving on and being forced to rest (which is a much more unfun proposition than being out of kewl powerz, especially when it happens only fifteen minutes after you started the day...) You can always survive on your at-wills only, but you can't risk combat when you have run out of surges. To end my post full circle, my farewell question thus becomes: [B]If mana can fuel surges, what could then fuel mana? (i.e. what resource could be expended to regain mana other than surges/hit points)?[/B] Best Regards, Zapp [/QUOTE]
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