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Recharging Encounter Powers

Stalker0

Legend
Recharging Encounter Powers
Based on my ideas given in this thread: http://www.enworld.org/forum/showthread.php?p=4442208#post4442208

I wanted to incorporate a recharge mechanic that was simple, solid, and added a nice benefit without completing changing the current power system that 4e uses as its main framework. This system is designed to let players use more encounter powers for those long fights. I hope you like the result.

EDIT: You can now spend recharge points before you blow all your encounter powers...by popular demand.

Gaining Recharge Points
A player can receive recharge points during an encounter. At the end of a player’s turn, after saving throws are made, he rolls a d20 roll. On a 19 or 20, the player receives one recharge point. A player can make rolls to gain recharge points even if his character is unconscious or unable to act in any way. A player can gain multiple recharge points per encounter, but all recharge points are lost at the end of an encounter.

Spending Recharge Points
As a free action, a player can spend a recharge point to regain one encounter attack power of his choice. Encounter attack powers do not include powers granted by the character’s race or any magic item powers. A player cannot recharge the same power more than once per encounter, if he has any additional recharge points he must spend them on other powers. If he has no more encounter powers to recharge, additional recharge points are wasted.


The system is very simple, but there’s a lot of design behind the scenes. Let me go through the highlights:
1) Consistent, easy to learn: A player rolls a d20 at the end of every round, during every combat. That kind of repetition makes it easy to remember, because there are no special circumstances. You take your actions; you roll a recharge die, every time, no exceptions.

2) Randomly determined, player controlled: The mechanic uses die rolls to determine recharging, similar to how monster’s work. This allows a player to continue playing as he normally does. However, what power he gets back is up to the player, giving him some control on how he uses the ability.

3) Prevents a player from repeating the same power over and over again. This allows a player to use his favorite or most powerful encounter ability a little more often, but not to the point where it’s all he is using.

4) Generally has the greatest impact near the end of combat. The longer the combat, the more likely players are to recharge powers. This helps give players other actions other than just continuously swinging with at-wills.

5) Give a benefit no matter how stingy a player is with his encounter powers. This was an important one for me. I felt it was very important that the mechanic helped both those who blow their encounter powers in the first few rounds and those who like to hold onto their encounter powers until later. This way, a player that hoards his encounter powers can accumulate recharge points just as well as the guy who blows them all, but both still have to use all of their powers before they gain the benefits of recharge points.

6) The effect scales with level. At low levels, one additional encounter power is a real boost. However, a 1st level character can regain only 1 power, and then he’s done. An additional encounter power doesn’t mean as much to a 20th level character, but in a really long fight he can regain more powers.

7) The mechanic has no bearing on utility and daily power use. I didn’t want the mechanics to require players blowing their dailies and utilities to gain the benefits. If a player wants to hold his dailies until the last fight, that is just fine by this mechanic.
 
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First thought - since you gain recharge points on a 19 or 20 on a d20, just use a d10 and recharge on a 10. That way, a player can roll a save and a recharge at the same time. Not a very significant amount of time saved, granted, but over time that would add up.

Second thought - you are still screwing people who don't use all their encounter powers right off the bat, since they can't recharge until all their powers are done. Optimally, you would use all your encounter powers as early as possible so that you can cycle through them again.
 

I would try to stay away from inventing another resource to keep track of, and try to use what's available:
- action points: Instead of getting an extra action on your turn, you can spend 1 action point as a free action amd get 1 encounter power back. Spend 2 (more?), get a daily back.
- healing surges: The character digs into his reserves for another heroic blow. Spend 1 healing surge as a free action, get 1 encounter power back. Spend 2 (more?), get a daily back.
- hps: nearly identical in concept to the healing surge, spend 1 healing surge's worth of hp as a free action, yada yada yada.
- the "Bloodied" condition: when first Bloodied during an encounter, an adrenaline rush lets you recharge one encounter power.

AR
 

First thought - since you gain recharge points on a 19 or 20 on a d20, just use a d10 and recharge on a 10. That way, a player can roll a save and a recharge at the same time. Not a very significant amount of time saved, granted, but over time that would add up.

Second thought - you are still screwing people who don't use all their encounter powers right off the bat, since they can't recharge until all their powers are done. Optimally, you would use all your encounter powers as early as possible so that you can cycle through them again.
You're not really screwing them at level 1 or 2 where you only have 1. As soon as you get the point, use the attack on your next turn and regain the power immediately.

At level 20, well, if you have 4 encounter powers, you're probably going to use 1 or 2 near the start of the fight to thin the ranks as much as you can. And even then, you could do the same thing, wait until you get the point, use a power, recharge it right away. If you get another point, use a different power and recharge it.
 

Nice. The only part I would strike is "A player can only spend recharge points when he has no encounter attack powers remaining." I know it's supposed to prevent someone from using their signature move over and over, but two thoughts on that:
1. You don't get too many recharge points, so they'll probably get to use it twice rather than once. That's not so bad.
2. Not all powers are appropriate for all combats. This rule my force me to use Fire Burst against a fire immune target just to say I've got no powers remaining. That's a waste of a round.

Altamont Ravenard said:
- healing surges: The character digs into his reserves for another heroic blow. Spend 1 healing surge as a free action, get 1 encounter power back. Spend 2 (more?), get a daily back.
- hps: nearly identical in concept to the healing surge, spend 1 healing surge's worth of hp as a free action, yada yada yada.
I disfavor these solutions. 4E has gone to some trouble to kill the 5-minute adventuring day. Let's not bring it back. Action Points are not a bad idea though, since you're essentially trading 2 at-wills for an encounter power. That seems fair.
 

Star Wars Saga Edition has per-encounter Force powers, and there are some recharge mechanics at various points in there - I've not got time to dig it up at the moment, but it might be worth looking at and mining!
 


Well crap- I made a thread almost identical to this one, but didn't see this one was here. Here is what I posted in mine:

My group loves 4e, but a couple players said it kinda bothered them that their encounter powers had no chance of recharging. After all, many monsters have powers that recharge, and they are about as potent as a character's encounter powers. Also, I prefer to run a few tough fights rather than 4-5 smaller ones during a given adventuring day.

So we started a side-campaign from 1st level exploring 2 additions to the rules about how powers are used.

1) Any character can expend two healing surges to gain one encounter power use back. This can be done multiple times per combat if desired. We explain this as drawing on innner resolve and adrenaline to power martial maneuvers, and channeling magical or divine power through the caster's body for arcane or divine power. In any case, the effort leaves the character tired, sore, and somewhat drained.

2) The guy playing the wizard also mentioned that spells don't seem to do enough damage in comparison to older editions. Our solution was to allow a character to burn healing surges to increase damage of any power. All Heroic level characters can burn 1 healing surge this way on a single attack (for +1W), Paragon can burn two (for +2W), and Epic three healing surges (+3W). Wizards can burn twice this number of surges per attack, and gain higher damage (+2W, +4W, or +6W). However, if the attack misses, the healing surges are still burned away, so its a chancey propasition for most casters.

We've played to 3rd level using these rules, and so far they seem to work. Since we prefer fewer encounters per day, we had found most PCs ended the day with 2-6 unusued healing surges. Using these rules, the PCs have to be a little more careful with their surges, and there is a chance that the character might exert himself too much/strain or damage muscles/channel too much energy and not be able to heal any for the next day (no more healing surges left). We haven't found that burning surges for extra encounter powers really affects combat balance much, but burning surges for extra damage can be very dramatic and fun. I don't know how it will play at higher levels yet, but so far its made the wizard lover happy, and given all the PCs an extra way to manage resources that they seem to enjoy.

What do you guys think? Thoughts/suggestions?
 

'tresting. I agree on the thing about not forcing people to empty their encounter powers before recharging. TBH, I'm more a fan of using AP/HS to recover used powers. Also, I like the idea of a solo's bloodied point being a milestone and allowing each player to recover an encounter power or something along those lines. If I get my next 4e game up and rolling I'll throw something up on here if it seems like it works well.
 

Remember that regardless of how this works out, the end result will step on the toes of the Demigod ED.

In application I find that there is a very depressing factor associated with the die roll. When I roll a die at the end of my turn and get a 20, I would not be thinking to myself "Yay, I can now instead of using an at will power, I can use an encounter" I would be saying "%#@$!, that should have been my attack roll". Changing to a d10 would remedy this slightly, as the application is the same, while the mental effects changes.

I personally feel that if you are going to go with this mechanic, that it does not have to be random. Instead it should use up a resource, and the most balanced resource I feel would be the daily item uses. Thus you are trading the use of one daily item power for one encounter power instead of an at will. Feels balanced to me.

The other method I would suggest is closely tied in with the new feat from D366 that allows warlocks to regain missed encounter powers by sacking HP. A feat could be taken that allows (on a hit or miss) a character who just cast an encounter power to spend twice its level in HP to retain its use. This method could only be used once per encounter power per encounter.

Those are my thoughts.
~Kael
 

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