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Recharging Player Powers
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<blockquote data-quote="Garthanos" data-source="post: 4714127" data-attributes="member: 82504"><p><span style="color: Silver"><strong><span style="font-size: 10px">This idea came up in a thread with somebody who had problems grokking encounter and daily exploits... and it was buried deep enough that most folk probably stopped looking at the thread (fairly early on before this was brought up)</span></strong></span></p><p><span style="color: Silver"></span></p><p><span style="color: Silver"><strong><span style="font-size: 10px">I don't have the level of difficulty getting encounters or dailies of the person who I presented it to but it occurred to me I would like feedback on it.</span><span style="font-size: 10px"></span></strong></span></p><p><span style="color: Silver"><strong><span style="font-size: 10px"></span></strong></span> </p><p></p><p><strong>Pulling the Same Trick Twice</strong></p><p></p><p> I read an idea once of using the monster creation rules for players as well as monsters... while way too extreme for my taste it did inspire this idea. My thinking is if it's good for the goose it's good for the gander </p><p></p><p> <span style="color: Plum"><em>Dramatically speaking just because a character in a movie isn't repeating the same deception doesn't mean they aren't repeating a move that would be labeled as the same in the Game.</em></span></p><p><span style="color: Plum"><em></em></span></p><p><span style="color: Plum"><em></em><em>Realistically speaking the bad guys aren't going to catch the trick you just pulled on them every time but they sure will often enough especially when the effect is powerful and if you only barely catch them with it.</em></span></p><p><span style="color: Plum"><em></em></span></p><p><span style="color: Plum"><em></em><em>Repeatable moves are perhaps the least interesting from a game stand point... but if they arent reliably so this is less of an issue.</em></span> </p><p></p><p> Concept. Allow powers to recharge kind of like the monsters. (But it can be fun to try and describe them a bit differently for flavor.)</p><p></p><p> Problem I don't like throwing more dice if I can help it and my first thought was allowing a critical roll to always recharge ok that could work ie. your adversary obviously didn't see what hit them and is less boring perhaps than max damage. What it doesn't give is good enough odds, well good enough if we compare to the monsters recharge.</p><p></p><p> Extending this idea a little further we make the does it recharge roll based on how well the roll succeeds, in other words if you beat the roll by a given number the ability can be used again this combat. </p><p></p><p> <strong>Basic Ideas</strong></p><p></p><p> <strong>Encounter Powers :</strong> If you exceed your required roll by 6 you can pull the trick again this encounter</p><p></p><p> <strong>Daily Powers:</strong> if you exceed the roll by 8 you can pull the trick again before taking an extended rest.</p><p></p><p><span style="color: Plum">What this "means" exactly varies a little depending on the power. </span></p><p></p><p><strong>Martial Exploits</strong></p><p> If your power fails to regenerate the trick has been revealed and you may have to wait till it isn't so fresh in everyone's mind, a critical failure and you may have lost confidence in that moves usefulness OK this is D&D no critical failure ;-).</p><p></p><p><strong>Spells</strong></p><p> Most spells have a minor focus item or component associated with them in addition to the mages implements. A serious success means that these auxiliary components are not fouled up in the performance of the spell. These components can generally be purified, or tuned or otherwise fixed given a short rest or in some cases they require a more serious amount of time (dailies)</p><p></p><p><strong>Extravagant Poor Performance - option</strong> </p><p> if you fail your roll by far enough your opponent doesn't even notice you tried the exploit or your spell was interrupted in a way that left the components untouched.</p><p></p><p>The logic/brain twisting isn't too bad for those who need it.</p><p></p><p>How horrible do the numbers crunch ie what impact do they have?</p><p></p><p>Well players end up not being quite so afraid of loosing access to your abilities this might address usage hoarding....</p><p>Abilities tend to be less wasted when they are accidentally used against lower defense opponents... </p><p></p><p>Obviously you can probably throw a few more bad guys at the players.<img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="Garthanos, post: 4714127, member: 82504"] [COLOR=Silver][B][SIZE=2]This idea came up in a thread with somebody who had problems grokking encounter and daily exploits... and it was buried deep enough that most folk probably stopped looking at the thread (fairly early on before this was brought up)[/SIZE][/B] [B][SIZE=2]I don't have the level of difficulty getting encounters or dailies of the person who I presented it to but it occurred to me I would like feedback on it.[/SIZE][SIZE=2] [/SIZE][/B][/COLOR] [B]Pulling the Same Trick Twice[/B] I read an idea once of using the monster creation rules for players as well as monsters... while way too extreme for my taste it did inspire this idea. My thinking is if it's good for the goose it's good for the gander [COLOR=Plum][I]Dramatically speaking just because a character in a movie isn't repeating the same deception doesn't mean they aren't repeating a move that would be labeled as the same in the Game. [/I][I]Realistically speaking the bad guys aren't going to catch the trick you just pulled on them every time but they sure will often enough especially when the effect is powerful and if you only barely catch them with it. [/I][I]Repeatable moves are perhaps the least interesting from a game stand point... but if they arent reliably so this is less of an issue.[/I][/COLOR] Concept. Allow powers to recharge kind of like the monsters. (But it can be fun to try and describe them a bit differently for flavor.) Problem I don't like throwing more dice if I can help it and my first thought was allowing a critical roll to always recharge ok that could work ie. your adversary obviously didn't see what hit them and is less boring perhaps than max damage. What it doesn't give is good enough odds, well good enough if we compare to the monsters recharge. Extending this idea a little further we make the does it recharge roll based on how well the roll succeeds, in other words if you beat the roll by a given number the ability can be used again this combat. [B]Basic Ideas[/B] [B]Encounter Powers :[/B] If you exceed your required roll by 6 you can pull the trick again this encounter [B]Daily Powers:[/B] if you exceed the roll by 8 you can pull the trick again before taking an extended rest. [COLOR=Plum]What this "means" exactly varies a little depending on the power. [/COLOR] [B]Martial Exploits[/B] If your power fails to regenerate the trick has been revealed and you may have to wait till it isn't so fresh in everyone's mind, a critical failure and you may have lost confidence in that moves usefulness OK this is D&D no critical failure ;-). [B]Spells[/B] Most spells have a minor focus item or component associated with them in addition to the mages implements. A serious success means that these auxiliary components are not fouled up in the performance of the spell. These components can generally be purified, or tuned or otherwise fixed given a short rest or in some cases they require a more serious amount of time (dailies) [B]Extravagant Poor Performance - option[/B] if you fail your roll by far enough your opponent doesn't even notice you tried the exploit or your spell was interrupted in a way that left the components untouched. The logic/brain twisting isn't too bad for those who need it. How horrible do the numbers crunch ie what impact do they have? Well players end up not being quite so afraid of loosing access to your abilities this might address usage hoarding.... Abilities tend to be less wasted when they are accidentally used against lower defense opponents... Obviously you can probably throw a few more bad guys at the players.:devil: [/QUOTE]
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