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General Tabletop Discussion
*Pathfinder & Starfinder
1/day is how often, exactly?
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<blockquote data-quote="The Souljourner" data-source="post: 470850" data-attributes="member: 1622"><p>Thanks for the apology, Magic Rub, it is appreciated. It sounds like your method works for your party, and I think most of the time it's probably just fine. If the DM and players agree not to abuse it, then it certainly makes record keeping a lot easier.</p><p></p><p>I actually think modifying my suggestion to 12 hour regen time and no more than once per calendar day is probably better. It's easy to figure out ("ok, we used it yesterday afternoon, that means early this morning it's fine... it's 8am, I guess it's good") and yet still keeps the charges from being available too close together.</p><p></p><p>Elrobey - I don't like your system... it screws over casters and helps out 1/day abilities too much. If a caster sleeps for 8 hours (or just rests.. whatever the book says you need to do), then that should be enough. To require half a day to be without spells is really rough if you're out adventuring. Sometimes making it through a night is difficult enough. </p><p></p><p></p><p> Those once a day things are once a day because if you could do them twice in the same day it would be much more powerful. Lay on hands twice a day? Not a good idea. "Let's see, at 8pm I pass around my 60 points of healing. We go to bed, wake up... do it again, adventure all day, 60 more points of healing." </p><p></p><p>Either way... I think it's not so good. </p><p></p><p>MerakSpielman, I think the problem with having to wait 24 hours to use an item after the first use is that you end up never actually being able to use it once per day. You get to use it once every day and 1/3 or so. I mean, what's the liklihood you'll need your 1/day summon swarm exactly 24 hours after the last time you used it? Not likely.</p><p></p><p>Technically, recharging for 24 hours is probably right. But it's kinda annoying to keep track of, and kind of misses out on the true 1/day thing.</p><p></p><p>-The Souljourner</p></blockquote><p></p>
[QUOTE="The Souljourner, post: 470850, member: 1622"] Thanks for the apology, Magic Rub, it is appreciated. It sounds like your method works for your party, and I think most of the time it's probably just fine. If the DM and players agree not to abuse it, then it certainly makes record keeping a lot easier. I actually think modifying my suggestion to 12 hour regen time and no more than once per calendar day is probably better. It's easy to figure out ("ok, we used it yesterday afternoon, that means early this morning it's fine... it's 8am, I guess it's good") and yet still keeps the charges from being available too close together. Elrobey - I don't like your system... it screws over casters and helps out 1/day abilities too much. If a caster sleeps for 8 hours (or just rests.. whatever the book says you need to do), then that should be enough. To require half a day to be without spells is really rough if you're out adventuring. Sometimes making it through a night is difficult enough. Those once a day things are once a day because if you could do them twice in the same day it would be much more powerful. Lay on hands twice a day? Not a good idea. "Let's see, at 8pm I pass around my 60 points of healing. We go to bed, wake up... do it again, adventure all day, 60 more points of healing." Either way... I think it's not so good. MerakSpielman, I think the problem with having to wait 24 hours to use an item after the first use is that you end up never actually being able to use it once per day. You get to use it once every day and 1/3 or so. I mean, what's the liklihood you'll need your 1/day summon swarm exactly 24 hours after the last time you used it? Not likely. Technically, recharging for 24 hours is probably right. But it's kinda annoying to keep track of, and kind of misses out on the true 1/day thing. -The Souljourner [/QUOTE]
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1/day is how often, exactly?
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