D&D 5E Recharge powers

See, I don't care for "momentum" stuff because it tends to involve a lot of bookkeeping/tracking hits and stuff like that. It's not the sort of complexity I enjoy. But that's just me.

I've just started work on some major NPCs for my setting. One of them, uses a momentum system for his special abilities. When he hits he gains one momentum die. If the hit is a critical hit, he gets two. He can have a maximum of three momentum dice. If my PCs run into him, I plan to track his momentum by just placing 1, 2 or 3 dice near where I'm already tracking his HP and other info.
 

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I've just started work on some major NPCs for my setting. One of them, uses a momentum system for his special abilities. When he hits he gains one momentum die. If the hit is a critical hit, he gets two. He can have a maximum of three momentum dice. If my PCs run into him, I plan to track his momentum by just placing 1, 2 or 3 dice near where I'm already tracking his HP and other info.
Yeah, 5E is really encouraging bookkeeping through the physical manipulation of dice, and I'm loving it. I'm working on a simplified "blaster-mage" class that does the same thing: accumulate up to three "hex dice" through attacking stuff.
 

I've just started work on some major NPCs for my setting.

Christ, I have trouble remembering last week! Being quoted from two and a half years ago is brain-warping. :eek:

(But--after reading back to remind myself what the context of this was--I still prefer random recharge to momentum. ;) )
 

Christ, I have trouble remembering last week! Being quoted from two and a half years ago is brain-warping. :eek:

T'wasn't I who raised this dead thread, though it being necro'd while I'm currently working on that NPC is an odd coincidence.


(But--after reading back to remind myself what the context of this was--I still prefer random recharge to momentum. ;) )

Perfectly fair. Individual preference, and what not. I just meant to address the issue of complexity in tracking it.
 


I find that I have given some of my NPCs 4e powers, but have a 1/rest recharge to them. Something like the old fighter power where they can make an attack on everyone within 1 square makes for a good 'cool' power. I gave it to a NPC fighter-type who I did not want to give too many direct fighter powers.

The main problem with giving PCs recharge powers is that they become encounter powers like in 4e rather than once every 2-3 encounters. A fighters 2nd wind power is cool, but every encounter it becomes great. I can see a lot of groups waiting the 2 minutes to get all the recharge powers back before continuing along, or simply saying that the powers recharge while searching the bodies and such.

This is fine and I like recharge powers, but they would need to be nerfed to make them more appropriate, or we would be having another thread about monsters not being powerful enough and the need to make fights take less time- again..
 

Christ, I have trouble remembering last week! Being quoted from two and a half years ago is brain-warping. :eek:

Wait for it . . .

I think there's a huge difference between something like a permanent stat/number being random vs. "It's random whether I can use this ability once/encounter vs. twice/encounter." They're not even remotely comparable, IMO.

And just to confirm. I like my ability scores to be non-random, and I agree there's a huge difference.

On topic. I'd have liked Action Surge at low levels if it was a "recharge 6" feature. I was finding it too pointless to use, and yet just strong enough to want to save for when it might make difference. It would have been improved - my fun - by being an "encounter power."

I could see converting the Superiority Die to a "recharge 5-6" instead of a dice pool, too. (Maybe "recharge 6-8" so I actually get to roll the Superiority Die to recharge tbe Superiority Die)
 
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I could see converting the Superiority Die to a "recharge 5-6" instead of a dice pool, too. (Maybe "recharge 6-8" so I actually get to roll the Superiority Die to recharge tbe Superiority Die)

The momentum mechanic I'm using is something like reverse superiority dice. The NPC in question can use one to raise his AC, one to add to his attack roll, one to three of them to add to his damage, or all three at once to impose a lasting injury. He starts with zero dice, gains them by hitting his foes (one die per hit, two dice if it's a crit), and loses them by spending them or by missing his foes.

Since he can use one of the dice to add to his attack roll, he can effectively use a die to gain a die.
 

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