There has been a good deal of talk lately about adding the ability to recharge powers into the game. After the success of my Obsidian System, my group asked me to create a system for recharging powers. These were the tenants that the system should be founded on:
1) The system should have a lot of player control over how its used, but still contain a random element.
2) The system should encourage players to get back powers at "the right time." Aka, during the fights that are the longest and most threatening to the group.
3) The math of the system should be clean and easy for our math impaired group members.
4) The system should not trade current resources to gain powers back. The idea is to lengthen the adventuring day.
5) The system should fit both players that like to blow their powers quickly and players that are more frugal with them.
With these in mind, I created the Acheron System, which I present below. My group is currently using it our game as a playtest, so any comments are welcome.
Acheron Power Recharge System
Acquiring Recharge Points
Players acquire 1 recharge point during the following:
1) At the beginning of a session.
2) After each encounter.
3) Points reset to 1 after an extended rest.
4) Particularly Heroic Actions
Spending Recharge Points
Action: NONE, performed even while stunned or unconscious.
Roll a d20, and consult the table. You can always choose to get something lower on the table if you wish.
DC 15: Extra Encounter Power
DC 20: Extra Encounter Power, can spend a healing surge.
DC 25: Extra Daily
Player Options:
Spending Multiple Points: If a player spends multiple recharge points at the same time, he gains a +5 bonus on the check for each additional point spent. In addition, if he spends 3 or more points, he receives a +1 to his next attack roll or a +1 to all defenses until the end of his next turn.
Recharge Action: This action consumes the player’s standard, move, and minor action. If he spends a recharge point, he can take 10 on the recharge roll. The benefit must be used immediately after the recharge action.
Aid Another: In addition to the normal benefits, a player can choose to give the target of his action one of his recharge points.
Death’s Door: A player can spend a recharge point to gain a +5 to a death saving throw.
Heroic Moments
Whenever a heroic moment occurs, all players receive a +5 bonus to their next recharge roll. This bonus stacks with other heroic moments, should they happen at the same time. The bonus lasts until the next recharge roll or until the end of the player’s next turn.
1) The first time in a combat a party member drops below 0.
2) Whenever a party member dies.
3) The first time in a combat a solo monster becomes bloodied.
4) Whenever an elite or solo monster is defeated.
5) Other moments, at the Dm’s discretion.
Examples:Jarvin the fighter has 3 recharge points. He pommels a creature with crushing blow. After the attack, Jarvin decides he might need that beauty again, so he spends 2 recharge points. He makes a d20 roll with a +5 bonus. He rolls a 15 (total 20). He now has another use of crushing blow, and can spend a healing surge to heal himself.
Skilly McAwesome and his team are in combat with a group of orcs, and things aren't going so well. His cleric buddy uses aid another to give Skilly a +2 bonus to his next attack roll. At the same time, the cleric decides to give Skilly one his recharge points. Skilly already had 2 points, so now he has 3. He decides he wants to recharge his bait and switch encounter power, but at the same time also wants a big attack roll to make sure it hits. He decides to spend all 3 of his recharge points. He gains a d20 roll with a +10 bonus, and he gains a +1 to his next attack roll. Skilly rolls...and gets a 3 (total of 13). Poor Skilly, but he decides to use a sly flourish with his nice +3 attack bonus. Alas, Skilly misses again. Dejected he leaves the combat to go beat up on a skill challenge.
Marvin the Wizard has 1 recharge point. Suddenly, his fighter brother Jarvin is knocked unconscious. The party is in trouble, and its time to step up. This is a heroic moment, so everyone gains a +5 to their next recharge roll, as long as they use it by the end of their next turn. Marvin's turn comes up, and he decides to focus and gain the arcane power he needs to save his brother. He takes the recharge action. He makes a recharge roll with a +5 for the heroic moment. He takes 10 and get 15, and recovers his icy rays power.
Update Log 1.0 -> 1.1
1) Lowered DC of Daily recharge to 25 (from 30).
2) Added ability to spend healing surge to heal at DC 25
3) Reducing the number of healing points someone could spend on death's door to 1.
1) The system should have a lot of player control over how its used, but still contain a random element.
2) The system should encourage players to get back powers at "the right time." Aka, during the fights that are the longest and most threatening to the group.
3) The math of the system should be clean and easy for our math impaired group members.
4) The system should not trade current resources to gain powers back. The idea is to lengthen the adventuring day.
5) The system should fit both players that like to blow their powers quickly and players that are more frugal with them.
With these in mind, I created the Acheron System, which I present below. My group is currently using it our game as a playtest, so any comments are welcome.
Acheron Power Recharge System
Acquiring Recharge Points
Players acquire 1 recharge point during the following:
1) At the beginning of a session.
2) After each encounter.
3) Points reset to 1 after an extended rest.
4) Particularly Heroic Actions
Spending Recharge Points
Action: NONE, performed even while stunned or unconscious.
Roll a d20, and consult the table. You can always choose to get something lower on the table if you wish.
DC 15: Extra Encounter Power
DC 20: Extra Encounter Power, can spend a healing surge.
DC 25: Extra Daily
Player Options:
Spending Multiple Points: If a player spends multiple recharge points at the same time, he gains a +5 bonus on the check for each additional point spent. In addition, if he spends 3 or more points, he receives a +1 to his next attack roll or a +1 to all defenses until the end of his next turn.
Recharge Action: This action consumes the player’s standard, move, and minor action. If he spends a recharge point, he can take 10 on the recharge roll. The benefit must be used immediately after the recharge action.
Aid Another: In addition to the normal benefits, a player can choose to give the target of his action one of his recharge points.
Death’s Door: A player can spend a recharge point to gain a +5 to a death saving throw.
Heroic Moments
Whenever a heroic moment occurs, all players receive a +5 bonus to their next recharge roll. This bonus stacks with other heroic moments, should they happen at the same time. The bonus lasts until the next recharge roll or until the end of the player’s next turn.
1) The first time in a combat a party member drops below 0.
2) Whenever a party member dies.
3) The first time in a combat a solo monster becomes bloodied.
4) Whenever an elite or solo monster is defeated.
5) Other moments, at the Dm’s discretion.
Examples:Jarvin the fighter has 3 recharge points. He pommels a creature with crushing blow. After the attack, Jarvin decides he might need that beauty again, so he spends 2 recharge points. He makes a d20 roll with a +5 bonus. He rolls a 15 (total 20). He now has another use of crushing blow, and can spend a healing surge to heal himself.
Skilly McAwesome and his team are in combat with a group of orcs, and things aren't going so well. His cleric buddy uses aid another to give Skilly a +2 bonus to his next attack roll. At the same time, the cleric decides to give Skilly one his recharge points. Skilly already had 2 points, so now he has 3. He decides he wants to recharge his bait and switch encounter power, but at the same time also wants a big attack roll to make sure it hits. He decides to spend all 3 of his recharge points. He gains a d20 roll with a +10 bonus, and he gains a +1 to his next attack roll. Skilly rolls...and gets a 3 (total of 13). Poor Skilly, but he decides to use a sly flourish with his nice +3 attack bonus. Alas, Skilly misses again. Dejected he leaves the combat to go beat up on a skill challenge.
Marvin the Wizard has 1 recharge point. Suddenly, his fighter brother Jarvin is knocked unconscious. The party is in trouble, and its time to step up. This is a heroic moment, so everyone gains a +5 to their next recharge roll, as long as they use it by the end of their next turn. Marvin's turn comes up, and he decides to focus and gain the arcane power he needs to save his brother. He takes the recharge action. He makes a recharge roll with a +5 for the heroic moment. He takes 10 and get 15, and recovers his icy rays power.
Update Log 1.0 -> 1.1
1) Lowered DC of Daily recharge to 25 (from 30).
2) Added ability to spend healing surge to heal at DC 25
3) Reducing the number of healing points someone could spend on death's door to 1.
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