Talk:Attack Recharge (4e Feat)
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DarkChipmunk: This feat is under playtest as of 7/29/08. It will be updated as we figure out whether or not it is too powerful for use in its current form. Use at own risk!
Update: It seems to me that there is one primary balance issue. At level 11 you have four encounter attack powers. With three feats you would be able to recharge one of them at random each round, thus never running out of encounter powers to use. While any one given encounter power might not be useful at all times, this may prove an issue in some games.
One solution is to limit the recharge to [5, 6], but then you have a huge benefit all at once, rather than a small benefit a little at a time. Another solution might be to require the choice of only one number between 1 and 5 inclusive, and have each one recharge on [X, 6], giving a full recharge on a 6, but spreading out the other numbers.
It might be the case that only one number should be chosen for the recharge instead of two, avoiding the issue altogether. If anyone would like to try this out in a game and report on how it works, feel free. --DarkChipmunk 15:34, 31 July 2008 (MDT)
- You do know that you roll for recharge on each power seperatly? The recharge should either be [5, 6] or just [6]. --Sam Kay 09:15, 1 September 2008 (MDT)
- I've changed the recharge to 6. With a typical combat length of 4-6 turns, this means the character still has a good chance of getting a re-use of their power. Also removed the wording about only rolling 1 die for all recharge powers. Marasmusine (talk) 05:47, 16 July 2012 (MDT)