After playing WFRP for a couple months now, I've decided I love just about everything in the game with the exception of Recharge Tokens. So far they have been overly burdensome and annoying for my group.
To start with why do they even exist in the first place when there are already 2 very effective means of resource management, fatigue and stress. If you're a spellcaster you have a third tool for resource management, spell power points. When you already have a number of means of limiting a players resources why was there even a need to add this additional cumbersome layer?
Secondly, this seems to be one of the things that Warhammer borrowed from 4th edition and one of the things I dislike about 4th edition. Why exactly can I only take a particular action once an encounter or in WFRP's case once every so many turns? From a roleplaying standpoint, I would much sooner have the option of further exerting myself to try and perform a particular action, than to wait for some arbitray refresh time.
Finally, from a pure game play and design standpoint, recharge points are a pain to keep track of. Wounds, fatigue, stress and power are relatively easy to keep track of. You don't ever have to remember to add or remove any. When use an ability or effect that requires you to spend some you spend them, and vice versa when you're the target of an effect that causes you to lose or gain some you apply it then. The need to adjust them is always triggered by some in game event. With recharge tokens, you're forced to try to remember to remove at the end of every turn. It seems easy enough, but without something triggering it, it's often easy to forget. In my experience, this is especially the case when the players really get into the game. The action and roleplaying starts flowing so well that it becomes difficult to pull yourself out of the flow of the game and perform the end of turn maintenance step. I don't think I've had a single session where players have not forgotten to adjust their recharge tokens a number of times.
To finish my rant I have a plea for the designers to ditch recharge tokens altogether. I know this isn't going to happen, so I wonder if anyone has tinkered around and come up with some rules changes that get rid of them without compromising the game. (Additionally, I'm almost certain there had to be a play test version that did not involve them, so please tell us what the rules were devs!)
