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Regain Daily powers on a Milestone
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5784290" data-attributes="member: 98255"><p>I've been experimenting with this as well, and I have to say that I like the result so far, though I should point out that I have some extensive houserules to support it.</p><p></p><p>First, I altered the way Action Points are gained, accumulated, and used. I never have them reset to 1 - players can accumulate them indefinitely, but, when they're gone, they're <em>gone</em>. This encourages the players to press on without resting if they can. They also earn one per tier each time they level up. They can also gain an AP via group nomination, DM fiat (usually for doing something cool, in character, etc), or by opting-in to the Enhanced Critical Hits program(tm).</p><p></p><p>The Enhanced Critical Hits system I cooked up is an encounter power that allows a PC to have one of their criticals "enhanced" based on the keywords of the power used. This usually includes, damaging enemy defences, adding conditions, forced movement, ongoing damage, or similar. The flipside is that they can choose for a critical hit that I rolled against their character to be enhanced as well. Why would anyone do this? Because I give them an AP for it. Likewise, the enhanced crit card can be refreshed by spending an AP. Some of my players always go for it, some never do, and the others base it on the situation. Overall, I'd say a success.</p><p></p><p>APs can also be used to recharge a power, or spent in lieu of healing surges, with a few conditions. We used to use a "bonus token" system as well, which after saving up 5, you could cash in for an AP, but I found nobody was using them, and just saving for APs. I just decided to scrap it in favour of just using APs as the carrot instead.</p><p></p><p>Additionally, we use healing surges to fuel rituals instead of money, and we allow the spending of healing surges to refresh powers during encounters. We have experimented with spending surges before an attack to add a bonus (jury's still out on this one). I also <strong>require</strong> the expenditure of surges to refresh Daily Attack powers (highest level one costs 4, next highest 3, etc). Costly? Yes, but I should also explain my game's pacing a bit too.</p><p></p><p>I typically only do fights if it's one that <em>matters</em>. No random encounters (usually), few minor skirmishes (unless I'm trying to put pressure, or deplete resources), with set piece fights for the most part. This means that typically, the characters go into these "boss fights" fully charged, or if they've already blown their Dailies since the last extended rest, low on healing surges.</p><p></p><p>Oh, and healing during an extended rest costs healing surges just as it would during a short rest. You do recover all your surges, but if you were down some Dailies and damaged, it will take more than one rest to recover fully.</p><p></p><p>Essentials classes without Dailies are at a distinct advantage, but they don't have the spike damage capability, so I find it balances out.</p><p></p><p>This might be more information than the OP was asking for, but I wanted to share my experience and I can't adequately do that without explaining all the underlying changes I've made. Hope this is helpful <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5784290, member: 98255"] I've been experimenting with this as well, and I have to say that I like the result so far, though I should point out that I have some extensive houserules to support it. First, I altered the way Action Points are gained, accumulated, and used. I never have them reset to 1 - players can accumulate them indefinitely, but, when they're gone, they're [I]gone[/I]. This encourages the players to press on without resting if they can. They also earn one per tier each time they level up. They can also gain an AP via group nomination, DM fiat (usually for doing something cool, in character, etc), or by opting-in to the Enhanced Critical Hits program(tm). The Enhanced Critical Hits system I cooked up is an encounter power that allows a PC to have one of their criticals "enhanced" based on the keywords of the power used. This usually includes, damaging enemy defences, adding conditions, forced movement, ongoing damage, or similar. The flipside is that they can choose for a critical hit that I rolled against their character to be enhanced as well. Why would anyone do this? Because I give them an AP for it. Likewise, the enhanced crit card can be refreshed by spending an AP. Some of my players always go for it, some never do, and the others base it on the situation. Overall, I'd say a success. APs can also be used to recharge a power, or spent in lieu of healing surges, with a few conditions. We used to use a "bonus token" system as well, which after saving up 5, you could cash in for an AP, but I found nobody was using them, and just saving for APs. I just decided to scrap it in favour of just using APs as the carrot instead. Additionally, we use healing surges to fuel rituals instead of money, and we allow the spending of healing surges to refresh powers during encounters. We have experimented with spending surges before an attack to add a bonus (jury's still out on this one). I also [B]require[/B] the expenditure of surges to refresh Daily Attack powers (highest level one costs 4, next highest 3, etc). Costly? Yes, but I should also explain my game's pacing a bit too. I typically only do fights if it's one that [I]matters[/I]. No random encounters (usually), few minor skirmishes (unless I'm trying to put pressure, or deplete resources), with set piece fights for the most part. This means that typically, the characters go into these "boss fights" fully charged, or if they've already blown their Dailies since the last extended rest, low on healing surges. Oh, and healing during an extended rest costs healing surges just as it would during a short rest. You do recover all your surges, but if you were down some Dailies and damaged, it will take more than one rest to recover fully. Essentials classes without Dailies are at a distinct advantage, but they don't have the spike damage capability, so I find it balances out. This might be more information than the OP was asking for, but I wanted to share my experience and I can't adequately do that without explaining all the underlying changes I've made. Hope this is helpful :) [/QUOTE]
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