Manbearcat
Legend
I thought about trying to make them more 4e-ish; tying them into AP, Encounter, or Daily refresh. However, all of my speculative engineering turned into a tangled web. Unless you're playing straight AEDU classes across the board, then different classes have moderately different widgets and scheduling. What's more, the component parts each have different values depending upon the build and the class. Finally, allowing too much refresh of novaing or encounter powers would potentially marginalize At-Wills a bit more than I am comfortable with.That sounds like a logical extension of how you run 4E. I'm not sure about the specifics - maybe they should be a little more 4E-ish? creating status effects/refreshing resources? - but I think it's a great idea.
In the final analysis, I just want something that is user friendly, requires minimal overhead and handling time, and applies symmetrically across the PC landscape. It imports a Doom Poolish dynamic feedback and makes Healing Surges a fungible narrative resource with a functional, easy-to-use, economy. That gets the job done enough for my blood I suppose.
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I've been playing my 4E hack lately and it's grown pretty distant from 4E, so this might not be of much interest.
I've removed the 1/2 level bonus from everything. This seems to work well in my hack; I wonder if you could do the same in regular 4E?
I did this in my hack to reward player skill - you can get some bonus dice based on your action - but, if possible in 4E, what would the results be? I imagine that lower-level monsters would provide more of a threat, because defences would be lower.
I know you've posted about it in various threads. Have you put together a word doc or anything of the like that you might be able to attach? I'd certainly read it and give some thoughts.