UngeheuerLich
Legend
I think we are not seeing the whole here:
The day now is our encounter!Just as in 4e, you were doing encounters in waves and such to allow a bit of a breather and to make it more dynamic, that design principle is now used for the whole day.
So there are no meaningless encounters, that last for hours of out of game time.
So, the assumption is again: attrition over the course of day instead of attrition over a short amount of time. This makes the game much more flexible:
You can have a single creature killed at the morning. (only 2 rounds of fight, very easily killed, but to prevent him from running, you used a fighter´s surge)
later you encounter another group of guards. 5 rounds later they are dead (about a usual encounter of 4e) And at the end of the day, you have the big battle. Twice as hard as a usual encounter. (8 rounds)
So you have 15 rounds to survive. So a mage may spend a daily resource every 5th round, and needs to have good things to do in between.
And in 4e, I have seen quite a few 15 min workdays:
encounter 1: may not be meaningless! 5 goblins
encounter 2: another meaningless fight
encounter 3: just another meaningless fight
encounter 4 should have been the "boss" fight
6 hours out of game time, 15 minutes in the game. Nothing accomplished.
Even if the group does not rest now, it was still a 15 min workday, because the time we had to play is over.
And now the soultion: Then don´t do meaningless fights. And a skill challenge to prevent the first single creature before he runs of. Scrap the really meaningless fight.
Ok, so we are now down to 1 meaningful fight at the day.
And now it does not matter if your resources are daily or encounter. And I prefer some fights before that, that are resolved very very quickly, not a full encounter.
And if you really need just encounter powers: just allow extended rests after each encounter.
The day now is our encounter!Just as in 4e, you were doing encounters in waves and such to allow a bit of a breather and to make it more dynamic, that design principle is now used for the whole day.
So there are no meaningless encounters, that last for hours of out of game time.
So, the assumption is again: attrition over the course of day instead of attrition over a short amount of time. This makes the game much more flexible:
You can have a single creature killed at the morning. (only 2 rounds of fight, very easily killed, but to prevent him from running, you used a fighter´s surge)
later you encounter another group of guards. 5 rounds later they are dead (about a usual encounter of 4e) And at the end of the day, you have the big battle. Twice as hard as a usual encounter. (8 rounds)
So you have 15 rounds to survive. So a mage may spend a daily resource every 5th round, and needs to have good things to do in between.
And in 4e, I have seen quite a few 15 min workdays:
encounter 1: may not be meaningless! 5 goblins
encounter 2: another meaningless fight
encounter 3: just another meaningless fight
encounter 4 should have been the "boss" fight
6 hours out of game time, 15 minutes in the game. Nothing accomplished.
Even if the group does not rest now, it was still a 15 min workday, because the time we had to play is over.
And now the soultion: Then don´t do meaningless fights. And a skill challenge to prevent the first single creature before he runs of. Scrap the really meaningless fight.
Ok, so we are now down to 1 meaningful fight at the day.
And now it does not matter if your resources are daily or encounter. And I prefer some fights before that, that are resolved very very quickly, not a full encounter.
And if you really need just encounter powers: just allow extended rests after each encounter.