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4 years ago ::
Jul 09, 2009 - 4:46AM
#51
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Date Joined:
Aug 22, 2007
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Ok this is just an idea but what if you used Second Wind as your way of regainning a Daily. I think it will give the players the options that you want them to have and it will limit the amount of times they can use it.
I would do it somthing like this: Use Second Wind, Spend the Healing Surge, Gain no HP and Gain no bonus, Use Daily of your choice.
It seams to sound like what you want in the book it says "You dig into your resolve and endurance to find an extra burst of vitality." why should you have to use it on HP and Defenses why not on that one move that could end this fight right now and not let it drag on for a round or two.
To me it give the player the choice: Do i want to push this fight and maybe end it now, or Take a step back and dig in for another round. they will simply do that during the rest out of combat so it's meaningless
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4 years ago ::
Jul 09, 2009 - 5:11AM
#52
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Date Joined:
Aug 20, 2004
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I dislike allowing characters to rest at plot-inappropriate times, such as any time which they are alive. They ought to be doing stuff, damn it. None of this "we leave the dungeon and take a snooze" nonsense. :p
Then again, I tend to be pretty fast and loose with the rules, anyway. Notions of, say, minion HP and player attack rolls are less important than whether I think it'd be fun to let the guy swat away the trio of goblins or have them annoy him into submission. Minions get spontaneously upgraded all the time, and they rarely have but a single HP.
This is a roundabout way of saying that I run it that every Milestone restores a daily power, in order of weakest first. Sure, you can spam your least powerful power, or you can hold back and save your astral energy/tactical wherewithal/etc. to regain a greater function. Because frankly, you're not likely going to get a chance to sleep until after you deal with this infestation of chaos beasts, and they're blanketing the ground for a square mile.
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4 years ago ::
Jul 09, 2009 - 8:19PM
#53
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Date Joined:
Aug 24, 2007
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For some reason after reading this thread I went a read the Magic Item entry and fond this in the PHB
Pg 226 or around there.
"Healing Surge: You begin with one use of the power per day, like a daily power. You can renew this item’s power by taking a standard action to funnel your vitality into the item, spending a healing surge in the process. Spending a healing surge in this way doesn’t restore hit points, and this standard action is separate from the action required to activate the item’s power."
Just something interesting I found that i know i never caught before this post. Looks like Healing Surges were already conceived to regain the use of Daily powers. Just not class daily powers. I still see the merit in HS = Daily power, just that I tend to run small or single PC games where i don't need to worry about over powering the player. Hell in Single PC games i tend to give the option of doubling HP to give some umph to the player.
But when i house rule things I ask the question " what will make my players more heroic?"
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4 years ago ::
Jul 09, 2009 - 9:07PM
#54
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I'm not sure if I'm getting what you try to say here but I have a feeling that this might require a bit of clarification.
The bit you cited from the PHB only refers to magic item powers with a very special recharge mechanism. Instead of refreshing (only) once per day or every encounter, you can spend a healing surge to make that item's power available again. It does in no way say that healing surges are in any way equivalent to a Daily *attack* power which is an entirely different category than daily magic item uses.
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4 years ago ::
Jul 10, 2009 - 12:16PM
#55
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Date Joined:
Aug 24, 2007
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I only wanted to share the quote to show that Healing Surges were thought of as a resource by the developers as well. Sure it doesn't apply to class daily attack powers but it applies to Item Daily Powers. Its not to far from what the OP wanted. I just wanted to share that bit of info as it seemed to pertain to the idea the OP was looking to flesh out. and I wasn't getting at much, just that I like the Idea of a PC recharging their best power with a HS. Sounds like a lot of fun.
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4 years ago ::
Jul 14, 2009 - 7:09AM
#56
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Date Joined:
Jun 25, 2009
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Did you ever just consider switching to 3.5 or 3.0 if you don't like dailies?
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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4 years ago ::
Jul 24, 2009 - 1:42AM
#57
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Date Joined:
Aug 21, 2009
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Nonsense. The warden gets the same number of surges as the fighter, and he's a caster. Hehe, that made me giggle.
I think refreshing dailies the way monsters do would be a better bet.
Otherwise I feel like the encounters would become far too easy for your party. Heck a Wizard could just cast sleep over and over while the party beats the crap out of the completely incapacitated enemies. What about Summons? Could a summoner conjure up as many angels/fire warriors into battle as (s)he wanted? Would be interesting to see.
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4 years ago ::
Jul 24, 2009 - 2:15AM
#58
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Date Joined:
Jul 13, 2009
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One of my homebrew feats touches upon this. I called it the trump card mechanic. The feat let you choose one daily power as your trump card. When the first d20 you roll in a round is lower than the current round number, the trump card would charge and you'd get access to it for that encounter. The longer the battle dragged on, the better your chance of getting access to it.
You could pretty easily convert this to a new mechanic for all powers. In six rounds of combat, I think the At-Will and Encounter abilities should be used about half and half, with one daily power. So, it'd work like this:
You start an encounter without access to any daily powers and only one encounter power. The first d20--or attack roll, if you want--you roll during a round possibly recharges one of your powers. If the d20 roll is 1-10, you choose one encounter power and recharge it. If the d20 roll is lower than the current round number, you choose one daily power and recharge it. These powers must be used during the current encounter. You may only use one daily power per encounter, but you may recharge your encounter powers indefinitely. As a standard action, you may recharge one encounter power.
Math might need some tweaking. Make it so the daily power recharges on a roll equal to or lower than the current round number, perhaps. There's also the issue of using the same daily and encounter powers over and over again.
But, ideally, this would have the player using a good mix of At-Will, Encounter, and Daily powers during an encounter at around the same levels you have normally.
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