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General Tabletop Discussion
*Pathfinder & Starfinder
Reworking Dailies into something more Inspired
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<blockquote data-quote="Zinovia" data-source="post: 5094365" data-attributes="member: 57373"><p>For item dailies, I allow the use of 1/2/3 daily item powers per encounter for heroic/ paragon/ epic tiers respectively. Each item can still only be used once per day. </p><p></p><p>That change went a long way to encourage people to use their daily power items, which previously they had been hoarding until the time was right (and often past it, so they never got used). I also found a problem with utility items that are daily such as the instant campsite. Nice item for flavor purposes, but it used up someone's daily item use! When I found the group giving it to the one guy who had an encounter property on his weapon, so they could use their own single daily item per day, I realized that things had to change. I want the group to be free to use fun items like that without worrying about it. My houserule has worked fine, and helped items with daily powers be more desirable compared to those with active properties than they were under RAW. </p><p></p><p>As for daily powers, I will be adding an aspect and fate point system like that from FATE/SotC, and one of the uses of fate points will be that one can be spent to recharge an encounter power, or two can be spent to recharge a daily. That usage was mentioned in the "Purple index card" thread, and I'm stealing it entirely. I am hoping that introducing this system will encourage more roleplaying, and add some options for the characters to get their fun powers back if the dice are running a bit cold and some of their good stuff goes to waste early in the fight. </p><p></p><p>Some dailies have pretty weak "Miss" effects compared to others, and I think the players would rather just miss the turn sometimes, so long as they can somehow get that power back. </p><p></p><p>Your idea of a chance to recharge after a milestone is good, but I'm not sure if the percentage is at the right point. Maybe 1/3 (recharge 5, 6) would be appropriate? </p><p></p><p>How about this:</p><p>After reaching a milestone you gain one pip on a d6 recharge die for an expended daily power (recharge 6). Roll one time when that happens. If you make the recharge roll or take an extended rest, the recharge number is reset back to 0. If you fail to make the recharge roll, you can add another pip to the die after your next milestone (recharge 5,6). Keep adding pips to the recharge die after each milestone until you regain the use of that daily, or take an extended rest. </p><p></p><p>This lets you do something for each milestone, and helps encourage longer adventuring days since each milestone increases their chance to get back their daily power. You could implement this for one daily at a time only, or for all of them that were used, although that involves more bookkeeping.</p></blockquote><p></p>
[QUOTE="Zinovia, post: 5094365, member: 57373"] For item dailies, I allow the use of 1/2/3 daily item powers per encounter for heroic/ paragon/ epic tiers respectively. Each item can still only be used once per day. That change went a long way to encourage people to use their daily power items, which previously they had been hoarding until the time was right (and often past it, so they never got used). I also found a problem with utility items that are daily such as the instant campsite. Nice item for flavor purposes, but it used up someone's daily item use! When I found the group giving it to the one guy who had an encounter property on his weapon, so they could use their own single daily item per day, I realized that things had to change. I want the group to be free to use fun items like that without worrying about it. My houserule has worked fine, and helped items with daily powers be more desirable compared to those with active properties than they were under RAW. As for daily powers, I will be adding an aspect and fate point system like that from FATE/SotC, and one of the uses of fate points will be that one can be spent to recharge an encounter power, or two can be spent to recharge a daily. That usage was mentioned in the "Purple index card" thread, and I'm stealing it entirely. I am hoping that introducing this system will encourage more roleplaying, and add some options for the characters to get their fun powers back if the dice are running a bit cold and some of their good stuff goes to waste early in the fight. Some dailies have pretty weak "Miss" effects compared to others, and I think the players would rather just miss the turn sometimes, so long as they can somehow get that power back. Your idea of a chance to recharge after a milestone is good, but I'm not sure if the percentage is at the right point. Maybe 1/3 (recharge 5, 6) would be appropriate? How about this: After reaching a milestone you gain one pip on a d6 recharge die for an expended daily power (recharge 6). Roll one time when that happens. If you make the recharge roll or take an extended rest, the recharge number is reset back to 0. If you fail to make the recharge roll, you can add another pip to the die after your next milestone (recharge 5,6). Keep adding pips to the recharge die after each milestone until you regain the use of that daily, or take an extended rest. This lets you do something for each milestone, and helps encourage longer adventuring days since each milestone increases their chance to get back their daily power. You could implement this for one daily at a time only, or for all of them that were used, although that involves more bookkeeping. [/QUOTE]
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Reworking Dailies into something more Inspired
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