I feel that the latter is more important. "This guy does different things than the wizard." It would feel different in the story. Slightly different mechanics that produce the same effects to me just seems like an unnecessary complication. It does not produce a difference in the narrative.
Of...
Yeah, but that's a lie though. You need to go at least double, probably triple deadly to get that. Normal deadly is at most what they say medium is: A medium encounter usually has one or two scary moments for the players, but the characters should emerge victorious with no casualties. One or...
Yeah, I feel you. I had very similar experience. After the party of four fifth level characters cleared an encounter that was about CR 14,* I realised that the CR is a joke and "deadly" means nothing. There was also a few dragons (that were boosted) which I meant to be really tough fights but...
No need to be hostile. I was not trying to subvert +, I was merely trying to clarify what is meant by "spells" in this context.
And I have no super clear recollection of how 3e psionics worked, but "discrete and defined supernatural effects that can be augmented" describes what spells are in...
Right, but what really is "a spell?" Because if we have discrete powers that have clearly defined effects then that to me is "a spell" even if we call it something else.
Not so sure it works fine. It messes up the balance between short and long rest classes and it requires the fights to be insanely hard to be any sort of a challenge.
Right, sure, that was my point, we are in agreement. Single fight days do not happen mainly due cheesing, they happen because GMs do not want to run narratives where there are many fights per day.
I think they are common, but not particularly because the players push for them. They're common because people play in Critical Role style where there are a few combats here and there, but rarely several crammed into single day let alone six or eight. And they use standard rest rules because...
I don't like bonus action potions. The characters are already indestructible and have way too many HP. There is also not a lot of good use for gold. So this basically means that if your build has no regular use for bonus actions you can just buy extra HP with your plentiful surplus gold making...
I totally agree that in many newer games, especially those of more narrativist style, the mechanics drive the story in significantly different way than in more traditional, perhaps more simulationistic games. I think it is pretty salient difference and something I would imagine a lot of people...