a healer-type character zaps you, and you also have a set number of Healing Surges.
o Once per encounter, you can spend a Healing Surge yourself as an action.
o During a short rest, you can spend as many Surges as you want.
o With an extended rest, you get all your hit points back and all your Surges.
• Action Points. You have very few, usually just one.
o During an encounter, you can spend an Action Point for a free action.
o With an extended rest, you lose your current Action Points but begin the next unit of play with
one.
o If you choose not to take an extended rest after an encounter but rather press on to another,
then you resume with one Action Point. (This is called a Milestone.)
• Power Points. You have very few, usually two.
o During an encounter, you can spend one or more Power Points to augment a psionic ability.
o With a short or extended rest, Power Points are fully refreshed.
You decide at the end of each encounter whether you want to take a rest, and which kind, trading off lost hit
points and remaining Healing Surges with the in-game situation and time.
The game relies on the players exercising their agency over these choices, so the DM cannot have any say in
whether characters can or should press on, or over how many encounters they'll have relative to resting and days.
The players have to decide whether their characters' current status justifies pressing on.
These choices also significantly affect in-fiction time and the course of events. The DM, me, has set up the
landscape of dangerous, touchy, reactive, and flexible circumstances, but it's not my problem to decide how much
you're going to take on relative to your Extended Rests. By definition, I'm always willing to keep going, and it's up
to you to strategize your characters' resources. And I will always bring in the consequences of what everyone and
everything else was doing while you snoozed.
Remember the role-playing? These decisions rely on your passions and strategy, blended to become one thing.
Tactics and rules to know
The essence of good play in D&D 4E is skillful rules use – that you do not just sit and wait for "your turn to go," and
then look up and down your sheet for a "thing to do." The hybridization rules are not kind to character defenses,
and our characters will be easier to hit than typical D&D 4E characters. Play tactically and creatively regarding
player-characters' abilities and options. Plan-B thinking is recommended.
The foes are re-skinned from existing monsters, which are built presuming most player-characters to have higher
hit points and to be wearing chainmail or heavier armor. The combat rules in general assume the presence of
Clerics too, as a ready source of replenished hit points, which Ardents don't quite emulate.
Mobility is favored in our construction over armored defense, because every character presents a highly
individualized spin on battlefield positioning. Stacking bonuses to AC across powers, skills, feats, items, and un-
itemized combat options must be taken to a high art, both during character creation and development, and during
distinct moments of play. Doubly so for optimizing cross-character effects at the right moments and proximities.
(This is where the low-level monk shines, via the Full Discipline powers.)
Fights will be won most likely through second-order, cross-character thinking about abilities, not just taking turns
having your guy point-and-shoot. There are wheels within wheels here, and with thought, you will be acting during
almost every other character's turn in some way.
First, mess with the order of action. The rolled initiative order sets a unique constraining feature for each fight,
albeit including free actions at any point and triggered actions like opportunity attacks.