-15 seems pretty harsh (or maybe it just bothers my sense of mathematical aesthetics). I would phrase this as: DC 20 for an Encounter power, DC 30 for a Daily power.
Being Harsh was the intent. The main goal of the system is to recharge encounter powers, as those tend to have a lesser impact than dailies do. I want players to be encouraged to recharge encounters, only recharging dailies if they build up a large number of recharge points.
The point of the 3 point gains an attack bonus rule is to allow for different styles of play. Some people will want to spend 3 points and roll 3 times. Mathematically this gives them a good chance to gain at least one point, and a decent chance of gaining 2. It is actually better overall to do this then to spend the 3 points. However, I put in a bonus for those who like consistency and would rather spend all 3 points at once.
To your question about healing word and the like....powers are always classified as encounter, at-will, or daily no matter how frequently they are actually used. Healing word is an encounter power, its in red after all!! Lay on hands is an at-will power, etc.
Interesting - I'd consider branching it into two styles: one random, one not. I'm not at all interested in adding a random system to my game, but I find this concept interesting otherwise.
Anyhow, things I'd probably want to change:
* resetting to 1 recharge with an extended rest - no need to have _another_ possible reason to encourage people to rest
* penalty for getting a daily - should just be a higher DC instead of a penalty
* aid another point transfer - no need to encourage people to alpha strike one individual instead of just having fun with their own abilities
* recharge action - while cinematic, feels too limiting. Something like a 'minor or move action on a turn in which you have used no encounter or daily powers or moved from your square' would at least cover my 'and you can do this while still having fun'
In general I think this system will encourage players to keep adventuring. Remember they get a recharge point after each encounter, so there's no net benefit to stopping and resting as far as recharge points go.
Aid Another - I don't see the problem with a character who wants to help his buddy. Teamwork is the name of the game in 4e after all.
Recharge Action - I really do not want to make the recharge action any more powerful than it already is, I'm still debating back and forth whether I want to take it out. But perhaps your on to something. Maybe if I said on a turn you use no powers, or something like that.
When using an action point, roll a d6, recharge an encounter power if the result is![]()
.
And I added a feat which allowed them to recharge an encounter on![]()
, and a daily on
.
Still not sure if it will be over- / underpowered, since I'm testing it for the first time on the game next tuesday.
This isn't a bad idea. The main difference is that in my system a player can build up recharge points for one encounter. In yours, the player has to recharge powers as they spend action points, which will be one every other fight. Still, the mechanic is smooth and there's no conflict with action points vs recharging powers. I would recommend toning down the feat though. I would take that feat in a heartbeat, with any character I'd play.
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