more encounter powers

Post/Author/DateTimePost
#1

lady_ishtar

Feb 03, 2009 21:45:25
i have been tossing around an idea of being able to recharge encounter powers during combat, since my combats too often become reduced to using at-wills.

at the beginning of your turn roll a d6. on a roll of 5 or 6 you regain a use of an encounter attack power.

you may use this ability only if you used all your encounter attack powers.this ability does not apply to utility powers or racial/class features.
#2

thegreatgalstaff

Feb 04, 2009 11:54:01
I would have problems with things like fey warlocks and wizards, along with certain builds of rogues and rangers and most of all leader classes. sorry but this is a rant laced with experience from someone who tried something very similar.

lets look at the fey warlock, not the most played but played enough that this would be devastating if you allowed that class to get its encounter powers again, there is a level 1 power that gives a minimum of a -2 to attack rolls and a max of -6 at first level. (I think its -2+int mod only if you have the fey pact) you see a -6 to a monsters attack is -30% chance to hit assuming 50% average that means when ever the warlock recharges this power it only has a 20 or less chance of hitting (at lower levels it lowers the monsters attack % by up to 80-85% or actually landing a blow).

rogues have encounter powers that grant CA, it would take out all the strategy of being a rouge if you could act like a fighter, give them penalties to hit you and out damage everyone.

rangers are balanced by their at wills (since twin stike does not have stat mods to damage) if you allow rangers to keep reusing encounter powers, 2 weapon rangers will decimate and kill so fast that you will not be able to present a challenge without a TPK, and archery rangers are all about multiple hits with stat mods to them but its at range, and since most now rely on the beats companion to mark for them they will get insane damage on who ever it the biggest threat, say good by to your controllers and ranged attackers even if you have a double line defense.

Wizards have some powers that immobilize powers for encounters (there are some or they can use a 50 gold reagent to do it with ray of frost). whats wrong when a lurker try's to get at the wizard but he keep him pinned by himself because every turn he gets immobilized? and here is something to think about, what about implement mastery its a encounter power, there would be nothing but orb wizards and a bunch of useless monster who cannot save because of one wizard, let alone if you had two.

now onto the leaders, they can heal as encounter powers, sure they are limited by healing surges but they will make the party nigh indestructible unless you throw a monster that the party cant hit, because they will be able to keep the heals up since they will be rolling every turn to get their powers back.

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now I understand you want to give a recharge power to players but you have to understand why its given to monster and not to players.

monsters: high HP, below average damage (most). cant heal normally

Players: LOW HP, HIGH damage, can heal often, especially with a leader

when monsters have a average or a little above average attack they have recharges so that they can deal some damage that might last.

if players could recharge they have powers that can reduce monsters health in half. yeah that sounds good for them but they will get bored with it because the system is balanced with players having a little bit of a nova effect in the beginning and having good damage the end of the fight; if they have amazing damage/control throughout the fight the monsters will not be able to function, some will not function at all since they will be destroyed before they can act.

I'm going to say this, I did almost the exact same thing as your planning, it was the most boring game ever, the combat was really fun in the beginning, but then the rouges got bored then the leaders got bored the only ones that did not get bored were the fighters because they were more of a control build than a damage build.

I had to throw 4-10 more normal monsters at them to give them a challenge because they would get 6s on their recharge and get back there 2-3 [W] attacks back or there heavy controlling encounter powers/AOEs.

OK, In short, I did what you proposed, I put limits on it of you could only recharge a singe power twice, but it did not work at all.

this is my suggestion, Start at level 11 you will almost never run out of encounter powers, and if you do have to use at wills they only get used once or twice not the 5 or 6 times in heroic levels.

TGG
of course this is my opinion, you can always just ignore it.
#3

lady_ishtar

Feb 04, 2009 13:20:10
i see what you mean with certain debuffs and CA granting powers. healing is not so much of a big deal, as the recharge does not apply to class features or utility powers, only attack powers.

my group just hit paragon, so i will have to see how it works out. again, this recharge rule is tailored to the kind of encounters i run.

another option i was thinking about is to let you recover one encounter attack power you have used during the encounter when you become bloodied. that would prevent spamming of a certain power, but would make your options more interesting.