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Recharge powers
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<blockquote data-quote="redrick" data-source="post: 6719575" data-attributes="member: 6777696"><p>I think blaming this on some sort of "whiny player agency" is unfair.</p><p></p><p>When I DM'ed 4e, I understood the reasoning behind recharge powers. It didn't make sense to give monsters daily and encounter powers, because you weren't likely to be fighting the same monster two times in one day. So recharge powers filled the middle ground between nova abilities and at-will abilities. On the other hand, I hated having to roll to recharge every round, and often just ignored them after using them once. Enough crap on my plate without having to deal with that. They really only work because the assumption is that, once you have it, you'll use it, so, as a DM, you just start that monster's turn by checking to see if it can use its super-power. No go? Alright, just use the regular attack.</p><p></p><p>Since players actually do have a motivation to not use all their abilities in one combat, I don't see the need to introduce an additional mechanic that tracks and limits a particular feature. I wouldn't want every player's turn start with rolling to check if he or she can use that cool magic item yet.</p></blockquote><p></p>
[QUOTE="redrick, post: 6719575, member: 6777696"] I think blaming this on some sort of "whiny player agency" is unfair. When I DM'ed 4e, I understood the reasoning behind recharge powers. It didn't make sense to give monsters daily and encounter powers, because you weren't likely to be fighting the same monster two times in one day. So recharge powers filled the middle ground between nova abilities and at-will abilities. On the other hand, I hated having to roll to recharge every round, and often just ignored them after using them once. Enough crap on my plate without having to deal with that. They really only work because the assumption is that, once you have it, you'll use it, so, as a DM, you just start that monster's turn by checking to see if it can use its super-power. No go? Alright, just use the regular attack. Since players actually do have a motivation to not use all their abilities in one combat, I don't see the need to introduce an additional mechanic that tracks and limits a particular feature. I wouldn't want every player's turn start with rolling to check if he or she can use that cool magic item yet. [/QUOTE]
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