I think this is really worth expanding on.
The limited times per day, or similar elements, in 3E are there purely because the designer thought that was the best way to model the feature. You can agree or disagree that it was a good choice, but the designer looked at options and elected to make the mechanic work that way.
You can take this all the way to Vancian magic, Gygax wanted magic to work like the Vance books so he choose to do it that way. Future designers wanted to retain that legacy of D&D magic and made wizards work that way purely because they wanted to. Don't like it? Then use something else. This is in particular true in 3E, with tons of alternative magic systems available. Within 3E (and many other games) the designer has free reign to build it as they see fit and the DM has free reign to pick and choose what they find best for their game.
When the 4E monk comes around, it will have dailies and encounter powers just like every single other class out there (as well as other mandated elements). The "math works" and it is easy, but thou shalt comply with the structures.
I think that the designers also had game balance in mind when they created these abilities. That is the reason why the ability is restricted. So, yeah, they probably thought: "It is cool that the Eye of Gruumsh can spit at their foes and blind them with it." But they also said: "Lets not make it too powerful and restrict the usage to once a day."
The same is true for the martial dailies in 4e.
If you cannot agree with the fact that 4e separates powers into at-will, encounter and dailies and the way the system is set up, then why are we arguing about it here? I agree with you that this is a big change from 3e. And if that makes you unable to play 4e, that is fine. I understand your point of view. I do not share it, though. To give you a personal example: I do not like Rolemaster very much and I can give you my reasons, if you ask me (at this point, they do not matter here or there or anywhere anyways). I do not play Rolemaster. End of story.
And I do not think that the supposed lack of believability in martial dailies is valid, because this thread already contains a lot of ways to explain them roleplayingwise. T
After all, this is what this thread is about. And I think a lot of these explanations are just great and I will use them.
A big "Thank You!" to all those who posted them.
Here they are (I hope this makes copying them easier for those who want to use them, too):
1. The fighter has a great warrior as an ancestor. The ancestor can only provide brief glimpses of clarity when they are most needed, so the fighter calls upon him for battle advice, and so activates a daily.
2. The fighter must actually dislocate several joints to pull off a particular dextrous daily. It is painful and causes swelling that prevents those joints from dislocating again until they have been rested adequately.
3. The fighter's fortitude and strength is sufficient to do the maneuver only once a day. Think of a strongman contest. Maybe they can lift a car once, but after that, they've given their all. They are NOT lifting that maximum weight again until a nap and some breakfast.
4. The fighter's adrenaline reaches a crescendo. Like a 100 pound mom lifting an I beam off of her child's leg to escape a burning building, the fighter is only able to do this when the poop really hits the fan, and they are so driven by biochemical moxie that they step into another mindset entirely.
5. The secret is in the wrist. Most people don't use all the muscles in their arm, because the wrist and finger muscles are generally pretty weak. You've trained your wrist and finger muscles to, at the point of impact, push forward with that little extra bit of oomph, giving your attack FAR more follow through and power than you normally could achieve. However, this puts a lot of strain on your wrist, and if you tried it again without resting you risk breaking it.
6. The technique of your style was created by an Arkhosian warrior of old, taller and stronger than any man. The strikes have speed and power that are nearly godlike. Unfortunately, you're an elf. Though strong, your power can't match his, and your build is just too different. The most potent techniques of the style put enormous strain on your light body, tearing apart your muscles as you use it.
7. Useful for a speed move like Cascade of Blows: It's a well known fact that you should time your strikes with your breath. Exhaling as you strike gives you greater power and speed, inhaling as you retract and parry gives you greater muscle tension for defense. A perfect internal timer for the flow of battle. However, there's another internal timer: Your heart. Timing your strikes to your heartbeat allows you to strike mulitiple times in the space of a few seconds. Do I really need to go into why keeping this up is a bad idea?
8. As I offered in the other thread: gifts of the gods. As in Greek mythology, heroes and monsters are pieces in games of the gods. The powers have arbitrary effects because they are miraculous, and arbitrary limitations because that's part of the game the gods play. Does every goodwife and ploughman get such abilities? No -- only those chosen to play roles requiring them, in the heroes' sagas.
9. Heroes bind spirits to their service, the terms of which are as in the 4E rules. See
RuneQuest, especially
Cults of Prax, for general "flavor" that may be inspirational. Drawing again on RQ, different classes (or builds within a class) might involve different Runes.
10. Situational Awareness: Once the enemies see an encounter power used, they're on their guard against it.
11. Combat Awareness: Dailies are such complex moves that the user has to rest and practice it again before he can put it to effective use again.
12. Honour. You've learned an incredibly powerful move, but you will lose honour if you use it on anything but the most powerful of foes.
13. Too damn strong. You damage your weapon whenever you use that move, so you have to take several hours to fix it when your party camps. (Works best if you are bound to a specific weapon.)
14. Future Sight: You glimpse what your enemy will do ahead of time and unleash a devistating attack on him before he can make his move.
15. Hidden Discipline: Unlike the moves every upstart knowns, if you unleash your best abilities too often it gives enemies the opportunity to copy and counter them. Them must be husbanded for only the times deemed necessary.
16. grog too dumb to realize grog can do thing more than once.
17. Style: It's all about style. If you pulled out the best at each and every attack, why, then it becomes just another common attack! You've got to do things with panche!
18. Panic button. You freak out, close your eyes, and swing wildly. This cool move comes out but you have no idea how to reproduce it when you're not panicking.
Now, if there is nothing to your liking, it would seem you have a general problem with the system. That is ok, too. But then this thread has nothing to offer to you at this point, in my very personal opinion.