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*Dungeons & Dragons
Recharge powers
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<blockquote data-quote="Andor" data-source="post: 6719413" data-attributes="member: 1879"><p>There are a lot of potential recharge mechanics and D&D has used almost all of them at one time or another. There are:</p><p></p><p>The Fixed Timer, AKA the proto-encounter power. A set recharge time usually enough to make something an encounter power, but opens it up to reuse in long fights. This was how the Binder class restricted it's big guns, with a 5 round count down.</p><p></p><p>The random countdown timer, AKA Oh god, I hope the Dragon rolls high. This is usually a big gun, with a variable cool down. Classically it's been used to throttle a dragons breath weapon attack, but with the slew of Dragon Whatever stuff in 3e it's been in the PCs hands a few times. It was also employed by the Shai'ir class in 2e where the roll was dependent on the level of the spell you were fishing for. </p><p></p><p>The card draw AKA deck of Divine inspiration. This is the main mechanic of a few RPGs, but in D&D the the best of my knowledge in D&D it was only used by the Crusader class from Bo9s.</p><p></p><p>The random recharge AKA Do I suck this round or not? The mechanic the Mouse of Darkness opened the thread with, the power becomes available again on a certain dice roll. Also used negatively with ongoing saves.</p><p></p><p>The random draw AKA Gathering threads. A variant on the card draw, where instead of drawing from a deck of specific powers one draws from a deck of cards (or sack of tokens) in search of particular colors/suits trying to build up the cost of the ability. Used in Castle Falkenstein as a spell casting system, also the original Deadlands I think. Never employed in D&D that I am aware of. Could also be modeled with dice, of course, where you would be trying to accumulate more than one rolls to recharge/achieve an effect.</p><p></p><p>I feel I should note that timers, fixed, level based and random, are all used as spell/power durations as well. In addition in 5e you have what amounts to a single maintenance slot for concentration spells, where duration/disruption/desire to maintain an ongoing effect all gate access to that slot.</p><p></p><p>Given that almost all of these have been used in D&D at some point, and that some are classics, I think there is no reason not to employ them. ... You know, over in the classes thread I speculated you could make a single base class, built around magical powers less powerful but more available than spells and then offer the Totemist/Binder/Alchemist/Artificer/Dragon Shaman/etc as sub-classes off of it. If you were to use recharge mechanics you could gate the available powers quite precisely (on average <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />). I may have to do some writing....</p></blockquote><p></p>
[QUOTE="Andor, post: 6719413, member: 1879"] There are a lot of potential recharge mechanics and D&D has used almost all of them at one time or another. There are: The Fixed Timer, AKA the proto-encounter power. A set recharge time usually enough to make something an encounter power, but opens it up to reuse in long fights. This was how the Binder class restricted it's big guns, with a 5 round count down. The random countdown timer, AKA Oh god, I hope the Dragon rolls high. This is usually a big gun, with a variable cool down. Classically it's been used to throttle a dragons breath weapon attack, but with the slew of Dragon Whatever stuff in 3e it's been in the PCs hands a few times. It was also employed by the Shai'ir class in 2e where the roll was dependent on the level of the spell you were fishing for. The card draw AKA deck of Divine inspiration. This is the main mechanic of a few RPGs, but in D&D the the best of my knowledge in D&D it was only used by the Crusader class from Bo9s. The random recharge AKA Do I suck this round or not? The mechanic the Mouse of Darkness opened the thread with, the power becomes available again on a certain dice roll. Also used negatively with ongoing saves. The random draw AKA Gathering threads. A variant on the card draw, where instead of drawing from a deck of specific powers one draws from a deck of cards (or sack of tokens) in search of particular colors/suits trying to build up the cost of the ability. Used in Castle Falkenstein as a spell casting system, also the original Deadlands I think. Never employed in D&D that I am aware of. Could also be modeled with dice, of course, where you would be trying to accumulate more than one rolls to recharge/achieve an effect. I feel I should note that timers, fixed, level based and random, are all used as spell/power durations as well. In addition in 5e you have what amounts to a single maintenance slot for concentration spells, where duration/disruption/desire to maintain an ongoing effect all gate access to that slot. Given that almost all of these have been used in D&D at some point, and that some are classics, I think there is no reason not to employ them. ... You know, over in the classes thread I speculated you could make a single base class, built around magical powers less powerful but more available than spells and then offer the Totemist/Binder/Alchemist/Artificer/Dragon Shaman/etc as sub-classes off of it. If you were to use recharge mechanics you could gate the available powers quite precisely (on average :P). I may have to do some writing.... [/QUOTE]
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