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Recharging Player Powers
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<blockquote data-quote="Garthanos" data-source="post: 4740801" data-attributes="member: 82504"><p>The rules as written do have a few reuse power rules so yes they would need adjusted. For reference.</p><p></p><p><strong>Trickster’s Control (24th level): </strong>If you roll an 18 or higher on the d20 when making the first attack roll for an encounter or daily attack power, that power is not expended.</p><p> </p><p>Tricksters Control is one that very much resembles this idea and changing it to give a bonus on the reuse save ... we could also make Subtle Fighter .... and Careful Mage or other effects to improve this.... ( if they were feats they might be too close to must have feats?)</p><p></p><p>Powers like you mention that are totally reliable .... sort of stack (of course if the power is already reusable refreshing it has no real meaning right?)</p><p></p><p>The idea in general does indeed shift balance a bit, since the rule is trying to give a more perceivable logic and even at low levels pc's will be able to reuse powers ( ie it does make pcs more powerful and there best abilities are more likely to be available when they encounter the big bad.. even when they were tempted to use them earlier in the day)</p><p></p><p>I was thinking of the save having a DC of 20 + Wisdom of highest nearby ally of subject of the trick (is that the same as what you meant by +10)</p><p>this would against equal opponents require a roll of 20. Against someone 10 levels lower you would have to roll a 15 to reuse the power.</p><p></p><p>How about this idea the difficulty of the check is modified on </p><p>the level of the power you are using. I am level 10 the check to reuse</p><p>my level 10 power... </p><p></p><p>15 + highest enemy wisdom mod + level of the power/2</p><p></p><p>For martial powers wisdom mod makes sense but for arcane and similar... perhaps will would be a better fit ( minus 2 perhaps since defenses are more often enhanced than the base attribute?)</p><p></p><p>For the deep resource idea.</p><p>using a second wind / action point to enable reusing encounter powers well.... hmmm that is a thought what if action points and second winds were the normal way to use a daily power this would not preclude the recovery check though perhaps this would be 20 + level of the power/2</p><p></p><p>I always have a temptation to over complicate... feel free to call me on it</p><p></p><p>I need more heads to beat on this ... I think there is a core in there which will indeed give my D&D simulationist heart some smileys.</p><p></p><p>If the reuse is too infrequent well it would rightly be seen as an extremely rare irrelevance, to be forgotten in the heat of play.. if its too easy it could rebalance the game to far.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4740801, member: 82504"] The rules as written do have a few reuse power rules so yes they would need adjusted. For reference. [B]Trickster’s Control (24th level): [/B]If you roll an 18 or higher on the d20 when making the first attack roll for an encounter or daily attack power, that power is not expended. Tricksters Control is one that very much resembles this idea and changing it to give a bonus on the reuse save ... we could also make Subtle Fighter .... and Careful Mage or other effects to improve this.... ( if they were feats they might be too close to must have feats?) Powers like you mention that are totally reliable .... sort of stack (of course if the power is already reusable refreshing it has no real meaning right?) The idea in general does indeed shift balance a bit, since the rule is trying to give a more perceivable logic and even at low levels pc's will be able to reuse powers ( ie it does make pcs more powerful and there best abilities are more likely to be available when they encounter the big bad.. even when they were tempted to use them earlier in the day) I was thinking of the save having a DC of 20 + Wisdom of highest nearby ally of subject of the trick (is that the same as what you meant by +10) this would against equal opponents require a roll of 20. Against someone 10 levels lower you would have to roll a 15 to reuse the power. How about this idea the difficulty of the check is modified on the level of the power you are using. I am level 10 the check to reuse my level 10 power... 15 + highest enemy wisdom mod + level of the power/2 For martial powers wisdom mod makes sense but for arcane and similar... perhaps will would be a better fit ( minus 2 perhaps since defenses are more often enhanced than the base attribute?) For the deep resource idea. using a second wind / action point to enable reusing encounter powers well.... hmmm that is a thought what if action points and second winds were the normal way to use a daily power this would not preclude the recovery check though perhaps this would be 20 + level of the power/2 I always have a temptation to over complicate... feel free to call me on it I need more heads to beat on this ... I think there is a core in there which will indeed give my D&D simulationist heart some smileys. If the reuse is too infrequent well it would rightly be seen as an extremely rare irrelevance, to be forgotten in the heat of play.. if its too easy it could rebalance the game to far. [/QUOTE]
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