Dragonblade
Adventurer
So I want to implement a simple refresh mechanic for encounter powers:
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You can expend one standard action on your turn to recharge one expended encounter power. After expending the Standard action, the recharged power is immediately available for use.
Encounter powers with a built in recharge mechanic already cannot recharge in this manner and can only recharge based on the rules provided for that particular power.
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I realize this is a pretty powerful variant, but thats ok. I don't mind. It basically means that in a 4-6 round combat (pretty typical for 4e), a PC could use a minor or move action encounter power every round as long as they kept expending a Standard action to recharge it. I consider that a fair trade since they are paying the opportunity cost of using that standard action to recharge instead of doing something else like actually attacking.
Likewise, attack powers that use a Standard action would only be usable every other round since it would take a round in between to recharge. This limits power spamming to an acceptable degree. Allowing the PC at most, the ability to get off that power two maybe three times before the combat is done, but they wouldn't be using any other powers. I'm ok with that. I'm also ok with spending an AP to get an action and thus recharge a power.
What I want to ask is are there are combos or powers that might be truly game breaking if usable multiple times that I cannot foresee? What am I missing? The movement stuff doesn't bother me so much. I don't care about players gaining flight and using it all combat or anything. But an encounter power that gave them free surgeless healing, for example, would be something I consider game breaking. Likewise a power that could be spammed using this recharge rule to create an infinite loop to do something ridiculous would be bad too.
So is there anything like that out there that you can think of?
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You can expend one standard action on your turn to recharge one expended encounter power. After expending the Standard action, the recharged power is immediately available for use.
Encounter powers with a built in recharge mechanic already cannot recharge in this manner and can only recharge based on the rules provided for that particular power.
--
I realize this is a pretty powerful variant, but thats ok. I don't mind. It basically means that in a 4-6 round combat (pretty typical for 4e), a PC could use a minor or move action encounter power every round as long as they kept expending a Standard action to recharge it. I consider that a fair trade since they are paying the opportunity cost of using that standard action to recharge instead of doing something else like actually attacking.
Likewise, attack powers that use a Standard action would only be usable every other round since it would take a round in between to recharge. This limits power spamming to an acceptable degree. Allowing the PC at most, the ability to get off that power two maybe three times before the combat is done, but they wouldn't be using any other powers. I'm ok with that. I'm also ok with spending an AP to get an action and thus recharge a power.
What I want to ask is are there are combos or powers that might be truly game breaking if usable multiple times that I cannot foresee? What am I missing? The movement stuff doesn't bother me so much. I don't care about players gaining flight and using it all combat or anything. But an encounter power that gave them free surgeless healing, for example, would be something I consider game breaking. Likewise a power that could be spammed using this recharge rule to create an infinite loop to do something ridiculous would be bad too.
So is there anything like that out there that you can think of?