Comments on: The Next D&D Homebrew: Signature Attack Powers http://www.neuroglyphgames.com/next-dnd-homebrew-signature-powers A D&D 4e Blog Dedicated to Dungeonmasters & Players Mon, 18 Aug 2014 02:25:35 -0400 http://wordpress.org/?v=2.8.4 hourly 1 By: Svafa http://www.neuroglyphgames.com/next-dnd-homebrew-signature-powers/comment-page-1#comment-64467 Svafa Tue, 07 Aug 2012 22:05:45 +0000 http://www.neuroglyphgames.com/?p=7369#comment-64467 I should add that I like the Signature Attack Power idea, and will probably propose adding it as a feat option to my players. As I already have another means to recharge abilities, I think it might be a little unbalancing without some cost. :P I should add that I like the Signature Attack Power idea, and will probably propose adding it as a feat option to my players. As I already have another means to recharge abilities, I think it might be a little unbalancing without some cost. :P

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By: Svafa http://www.neuroglyphgames.com/next-dnd-homebrew-signature-powers/comment-page-1#comment-64466 Svafa Tue, 07 Aug 2012 22:03:33 +0000 http://www.neuroglyphgames.com/?p=7369#comment-64466 Last night I ran a season-ending boss fight wrapping up the Heroic tier that lasted a dozen rounds. There are two things I do to make fights of this length and magnitude work without being reduced to a slugfest of at-wills. 1. Make sure the players can go all-out. 2. Allow the players to recharge powers. One of my rules for big fights is that the players must have the ability to recharge all their powers beforehand. In the past this has meant one big fight on its own (only fight of the day) or with only a few, small, minion fights beforehand. Last night's game came after six encounters ranging from fairly simple to pretty brutal, so I had to come up with something else. When I realized the problem a few weeks back, I awarded them an item to address the issue. I provided them with five charges (five players in group) of a potion that could be used during a short rest to give them the benefits of an extended rest, or used in combat to give them the benefits of a short rest. They used it in both ways, and still have two charges left for the future, and they used it rather intelligently (for multiple action point uses, burning through all their encounters twice, and using two second winds). Another method I use for allowing the recharge of powers uses action points. My current rendition is that an action point can be spent in order to recharge one encounter power already used, rather than grant an additional action. This can be done multiple times in a combat, does not count against the RAW usage, and is a free action. However, only one action point can be spent per round in any manner. A variant might allow the player to use an already expended power when they use an action point to gain an action, but only for the action gained from the action point. I prefer the other, because it's more versatile, but this variant is likely a little more balanced. Last night I ran a season-ending boss fight wrapping up the Heroic tier that lasted a dozen rounds. There are two things I do to make fights of this length and magnitude work without being reduced to a slugfest of at-wills.

1. Make sure the players can go all-out.
2. Allow the players to recharge powers.

One of my rules for big fights is that the players must have the ability to recharge all their powers beforehand. In the past this has meant one big fight on its own (only fight of the day) or with only a few, small, minion fights beforehand.

Last night’s game came after six encounters ranging from fairly simple to pretty brutal, so I had to come up with something else. When I realized the problem a few weeks back, I awarded them an item to address the issue. I provided them with five charges (five players in group) of a potion that could be used during a short rest to give them the benefits of an extended rest, or used in combat to give them the benefits of a short rest. They used it in both ways, and still have two charges left for the future, and they used it rather intelligently (for multiple action point uses, burning through all their encounters twice, and using two second winds).

Another method I use for allowing the recharge of powers uses action points. My current rendition is that an action point can be spent in order to recharge one encounter power already used, rather than grant an additional action. This can be done multiple times in a combat, does not count against the RAW usage, and is a free action. However, only one action point can be spent per round in any manner.

A variant might allow the player to use an already expended power when they use an action point to gain an action, but only for the action gained from the action point. I prefer the other, because it’s more versatile, but this variant is likely a little more balanced.

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By: Yong Kyosunim http://www.neuroglyphgames.com/next-dnd-homebrew-signature-powers/comment-page-1#comment-64431 Yong Kyosunim Tue, 07 Aug 2012 15:50:49 +0000 http://www.neuroglyphgames.com/?p=7369#comment-64431 Why not make encounter powers automatic successes? That way you eliminate the 65% chance of success and you have 100% success and you get to deal with mean damage instead of 65% x mean damage. The only thing the players and monsters are then rolling for is for the 5% chance they perform a critical hit. Secondly, increase the damage of daily or encounter powers. One of the great things about 3.0 (IMHO) was that even though some of the spells were seriously broken (w.g. haste, harm, heal), high level combats were fast and were really tense. Those fights were fun (albeit short). Why not make encounter powers automatic successes? That way you eliminate the 65% chance of success and you have 100% success and you get to deal with mean damage instead of 65% x mean damage. The only thing the players and monsters are then rolling for is for the 5% chance they perform a critical hit. Secondly, increase the damage of daily or encounter powers.

One of the great things about 3.0 (IMHO) was that even though some of the spells were seriously broken (w.g. haste, harm, heal), high level combats were fast and were really tense. Those fights were fun (albeit short).

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