The Red King
First Post
When you have per-day or per-encounter resources it reduces it from an RPG to a video game where you have to write everything down. If I want that, I will go play DDO.
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Consumables are powers that can only be once. Don't start characters with cure light wounds or sleep spells. Start them with the ability to craft healing potions and scrolls of sleep. Potions and scrolls take a day to make and a relatively safe place to make them. They cost money. Need money? Go adventure. It reinforces the classic D&D paradigm of adventurers in a small town, going out and looking for loot. Getting loot efficiently lets you create more powerful scrolls to challenge stronger creatures.
The problem with this format though is that the classes who are required to do this (the spellcasters) end up not getting to actually keep much of the loot they get. It all gets funneled back into powering abilities for later adventure. Thus, the martial classes who don't require consumables to function end up getting richer faster. It makes playing a spellcaster less desireable because you're adventuring not to get rich, but just to fuel the next adventure.
Doesn't all treasure eventually turn into "powering abilities for later adventures"?
Depends on how long term and wide-angle you're looking it. Is spending the treasure you've acquired on a castle "powering abilities for later adventures"? Well, insofar as the DM will probably have the castle being a plot point at some point in the future, then yeah, you could look at it that way. But that's much different than just saying to the spellcaster that to allow him or her to actually function on a day-to-day basis... some amount of your money goes away automatically just to allow you to do what you do. The fighter and the rogue don't have to pay anything to get their full suite of abilities... but the casters do.
Again, I don't see it as the casters sacrificing (since I don't see it as casters only have consumables and warriors get at-wills.) Most magic items aren't craftable. There are no magic marts, just a variety of hedge witches and alchemists and tinkers who can sell you something that you might need. One thing I've deplored in both 3e and 4e is the necessary items (or Big Six) to allow you be competitive. Items with permanent bonuses or abilities should be rare. Most treausre should be going back into investments into stuff that will give you an edge on your next battle, and that battle only.If that's the case, and the casters are making THAT much of a sacrifice... then those abilities have to be MUCH more powerful to justify the expense. But then you're really potentially screwing around with the balance. Because I suspect most caster players would just rely on their at-will spells, and maybe buy a "big boom" spell every once in a while when they thought they might need it.
The fighter can "push themselves to the limit" to make an extra forceful attack, extra damage, tap dance maneuver while swing their sword, push over the ogre only so many times before they are simply, physically, spent...and while they can still fight and manuever in the "normal" sense, they just don't have the strength to "give it their extra all" all of the time.