| Post/Author/DateTime | Post |
|---|---|
| #1stargazer_dragonJan 16, 2011 23:28:14 | Ok so far not tested the idea et, still not sure how much balence effects it will have. The idea is to keap the players from having to use the same few moves again and again in the later half of combat. Game balence wise at wills should have next to no effect isince there all ment to be used as often as desired.
Figured if Players had 4 or even 6 at wills to swap betwean it might keap longer combats mor einteresting, though I guess often players still end up picking a single power and focusing on it for whatever side effect it gives. just to often during larger combats you end up with I attack with x power again next round same thing new target rince repeat, during the start though players seam more excited. I also implimenting recharging encounter powers for similar reasons but have already whent over game balence of that.
So to simplify; What if any balence issues do you think could resoult in granting the players 4 or 6 at will powers chosen from there class each (psions only get to augment the same number still the others would be unagmentable) would be basicaly like the human bonus power granted 4 times over, thinking Humans could eather get a non class at will skill as a bonus at will power or just use the new essentials human power |
| #2thewaeverJan 16, 2011 23:39:53 | I like the idea of recharging encounter powers. I'm doing something similar myself. There's also plenty of precedence, even in the PHB1. About multiple at-will powers, you've already mentioned, & I agree with, the thought that even if players had a larger menu to choose from, they would still stick with one favorite at-will. I don't think the players lack for choice. Rather, I think the real problem you're trying to address is how player characters are constantly running out of resources (powers). It's built into the very structure of the game. My party has noticed it, too. I think the recharging encounter powers is the answer. How about building a game mechanic something along these lines: Power Recharge At the end of your turn, roll 1d6. If you roll a 6 (or more), recharge one spent encounter power. If you hit with an at-will attack power during your turn, you gain a +1 bonus to the roll. If you wanted to, you could spice things up by building encounter or dailies powers with effects that affect the Power Recharge roll. |
| #3stargazer_dragonJan 17, 2011 1:13:09 | As for recharging powers it's a rule I fleshed out and mildly tested tomarrow I give it a full test see what players think heres the system I use Encounter power, beginning of the players round the player rolls 1d6 on a 6 they can recharge 1 spent encounter power, if declared before the roll on a 5 or 6 they can recharge a used racial encounter power. Daily powers, at each rest or cinimatic event players may roll 1d6 on a 6 they may recover a daily power. (daily powers don't recharge except on a roll of 6 during a rest) Moral rest-- Players benifit from the effects of a short rest (recover encounter powers, roll for daily power recovery, and may spend up to 1 healing surge to heal, plus heal as if they spent a single healing surge for free) this is granted after killing a boss or the last of a wave. Use this when actualy taking a short rest makes no sence story wise yet I want to define the next wave of foes as a new encounter, kinda helps keap game mechanics flowing well for those long army battle type fights. I decided to change daily power recovery as very often I end up with 8 + fights before the players would sleap or more problematic I would have a single combat betwean a couple days of travel and the players would freely blow through daily powers destroying that encounters game balence the new recovery maintains game balence roughly without needing to set special spots for the party to rest and adds a touch of randomness to things. as for the at wills, I think it could add a touch of variety, however it has a side effect of making the players much more versatile though I am kinda thinking this might be a desirable effect. The wizard for instence could magic missle which they almost always take, then could grab a ranged aoe power, close aoe power and single target power. hybrid chars gain the most from this as they can more effectivly utalise the duel training. I am however afraid this added versatility might couse a increase in power that I might not be concidering |
| #4thewaeverJan 17, 2011 1:19:20 | I like those recharging ideas. Might I suggest rephrasing "moral rest" to something like "lull in the fight"? It sounds a little more natural. As in, you could say, "There's a lull in the fight. Your encounter powers recharge. You may spend 1 healing surge, & roll to recharge a daily power." |
| #5stargazer_dragonJan 17, 2011 1:36:54 | I normaly sinply describe it more like You feal revitalised after the last foe drops taking a quick breath and reading yourself for the next wave, all pc get a round to prep for the next wave recover encounter powers and may spend a healing surge. Or With the final blow **** lays dead, you all feal releaved and full of hope as you turn your attention to the rest of his follower. Pc recover encounter powers and may spend a healing surge. The fluff kinda changes based on the situation but over all I refer to it as a moral recovery, as it is granted at time where the pcs might feal greatly releived or inspired. though it's mechanical purpose is to maintain balence I do prety well at fluffing it up during the game |
| #6stargazer_dragonJan 17, 2011 1:39:01 | We actualy use a LOT of small house rules in our games slowly ben implimenting them and fine tuning the game to improve our enjoyment. some house rules get droped others become set in stone yet others were still testing, I try not to impliment more then 1 ever few sessions so we can slowly test them all out and feal the distinct effect of a house rule before moving tot he next so best to decide if that particular house rule works for us. |