Brother MacLaren
Explorer
Will there be options in the PHB or DMG for substituting "at-will" or "always-on" abilities for the fighter in place of his "short/long rest recharge" abilities?
I generally dislike the idea of non-magical abilities being limited in such a way, with a few exceptions. It feels too gamist. I am sure I could come up with house rule options that are suitable, probably a constant AC or DR boost. A boost in those areas is probably going to be necessary anyway, depending on the final barbarian design.
I don't mind per-encounter powers limited on the grounds of "if an opponent has seen or been affected by this maneuver, it won't fall for it," or "once you do this, you are fatigued." Something that the character could understand. Right now the short rest refresh seems to lack a adequate in-character explanation, and brings to mind the 4E design principles that led me to avoid that game entirely.
If the explanation was that Action Surge fatigued you, but you could still use Second Wind, then Second Wind would be the less fatiguing option. But using Second Wind tires you out so much you can't use it again before a rest, even though you can still use Action Surge.
Alternatively, I could try to redesign Action Surge and Second Wind so they function sort of like Encounter Powers but don't feel that way: offer it at-will but with consequences. A +1 Exhaustion at the end of your turn seems fair for Action Surge. Maybe for Second Wind there is an escalating Con save, with success being SW and failure being 1d6 damage (wounds reopening) and Exhaustion +1. Fighters can have Indomitable at-will as far as I am concerned.
Any thoughts or ideas?
I generally dislike the idea of non-magical abilities being limited in such a way, with a few exceptions. It feels too gamist. I am sure I could come up with house rule options that are suitable, probably a constant AC or DR boost. A boost in those areas is probably going to be necessary anyway, depending on the final barbarian design.
I don't mind per-encounter powers limited on the grounds of "if an opponent has seen or been affected by this maneuver, it won't fall for it," or "once you do this, you are fatigued." Something that the character could understand. Right now the short rest refresh seems to lack a adequate in-character explanation, and brings to mind the 4E design principles that led me to avoid that game entirely.
If the explanation was that Action Surge fatigued you, but you could still use Second Wind, then Second Wind would be the less fatiguing option. But using Second Wind tires you out so much you can't use it again before a rest, even though you can still use Action Surge.
Alternatively, I could try to redesign Action Surge and Second Wind so they function sort of like Encounter Powers but don't feel that way: offer it at-will but with consequences. A +1 Exhaustion at the end of your turn seems fair for Action Surge. Maybe for Second Wind there is an escalating Con save, with success being SW and failure being 1d6 damage (wounds reopening) and Exhaustion +1. Fighters can have Indomitable at-will as far as I am concerned.
Any thoughts or ideas?