1) Mission select
And that is what an adventuring day looks like at my table. But that is because my campaigns usually involve a lot of over-land travel and RP, and very little dungeon exploration. So what happens is that usually characters have too many healing surges and daily powers per encounter. We sure do not have a 5-minute adventuring day, but we also almost never reach milestones.
* If the daily power with no indicated level, it counts as the level at which you obtained the feature.
And of course, I am open to criticism and other ideas! I think this ought to work pretty well for my own campaign, and I hope that we can all help make this work even better for all of us!
Things I'm seeing right now:
That's all I got right now, but I'll take another look at this later. Maybe I'll come up with some more.
Thanks Sal (can I call you Sal?) for your thoughtful and specific commentary. Here are my counter-thoughts
- You are absolutely right about scaled healing surges/ritual casting and Whip Something Up. I corrected WSU - I intended it to be more or less identical to Call a Favor, but I simply did not include the word "consumable" where I should have. The new version should reflect this. I also guestimated values for healing surges to GP for higher tier characters. I am willing to take suggestions on the true GP worth.
- Having DMed with the Purple Card system, I assue you that a similar system is worth a Purple Card - though you may be right that ALL dailies (when one is over level 12) may be much. Suggestions? Maybe a "For each daily sacrificed after the 4th, draw one more turnabout, and choose between the ones drawn." (Noticed I said daily power, not daily attack power.)
- Extra Exertion and push yourself I want to be able to exist at the same time - one I want to be a concious choice to push for success, and one I want to be able to use when things SHOULD have gone right (like missing by 1 point). In an effort to remidy the disparity between the two, I have changed it so that Push Yourself can be used multiple times. I figure it is a start.
- I hate battles that take a long time, and so do my players. This is for the guys who just want to get it over with, and frankly I encourage that. By going ahead and expending endurance resources to spike damage in the present, I think that saves real time. Maybe not much, but it would surely make up the difference in excitement. Those are my thoughts, anyway.
- I am aware that few monsters drain healing surges, and I thought of that when designing it. For one, when you can use your healing surge as a monotary system, and enemies can steal from you, investing in protection is good. I admit that it could be made more exciting by throwing tons of deathlocks out for fighting. Good thing my group loves undead! >:D