I'm A Banana
Potassium-Rich
pemerton said:But a cleric only makes it easier if we treat the availability of recharges as a fixed quantity (and hence the expenditure of a recharge as a cost).
The unit of measure is what happens in between full party recharges (in 5e, currently defined as the day). The actual unit of time is irrelevant. The relevant part is that a party restores all of their resources. In between these full recharges, the math takes over: a party can lose X resources and is expected to may Y successful die rolls (on average).
If a cleric makes it more difficult to wear down the party resources in that timeframe than any other class, then the cleric becomes more powerful than any other class.
The "quantity of recharges" then is 1. That's all that matters, because difficulty (and XP and progress toward goals) is only relevant in that place between recharges. How many full recharges the party gets is kind of irrelevant for the purposes of determining challenge.
Granting the party "extra" full recharges isn't a problem, the problem is if a single class can allow a party to go longer between full recharges. It's my impression that this is what several people desire out of the cleric.
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