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<blockquote data-quote="Yaarel" data-source="post: 7628415" data-attributes="member: 58172"><p>Yeah. If the powers can be used in *any* encounter, including combat, social, and exploration, then it seems fine to call these ‘per encounter’ powers, according to normal 5e terminology.</p><p></p><p>To me, the word ‘power’ connotes ‘superpower’. I am happy with this as an all-purpose term. At the same time, to be more diplomatic, I feel it helps to emphasize the nonmagic aspects of such powers. So there are nonmagical ‘capabilities’ versus magical ‘spells’, and nonmagical ‘maneuvers’ versus magical ‘cantrips’.</p><p></p><p></p><p></p><p></p><p></p><p>Personally, I dont see much difference between ‘per encounter’ and ‘per rest’. Besides being able to use a power in two encounters in a row, why does it matter? Even if per rest, a party can often rest after each encounter if necessary.</p><p></p><p></p><p></p><p>In any case, it seems to me possible, that class can have both per-encounter and per-rest capabilities. The per-rest ones connote a flavor of exhaustion and recovery. The per-encounter ones connote exploiting a circumstantial opportunity.</p><p></p><p></p><p></p><p>In this case, it helps for the description to specify what that circumstantial opportunity is. In the case of a trick, the foes dont expect it. In this case, targeting Intelligence helps to convey this flavor.</p><p></p><p></p><p></p><p>Unfortunately, only the nonmagical ‘Worldly’ capabilities require careful rationalization via mechanics and flavor.</p><p></p><p>Magical spells have no problem being ‘per encounter’. For spontaneous magic (Norse, etcetera), the caster must be in the ‘moment’, and when the moment changes so must the mental focus of the caster. For ritualistic magic (Hellenistic, etcetera), specific times and places can be part of the ‘magical ingredients’, so the actual casting is slightly different each time.</p><p></p><p>4e allowed the player to narrate the reactions of the targets in impromptu way − that made sense at that specific moment. But in 5e, the capability needs to specify the flavor of what exactly happens to the targets, routinely in every encounter.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7628415, member: 58172"] Yeah. If the powers can be used in *any* encounter, including combat, social, and exploration, then it seems fine to call these ‘per encounter’ powers, according to normal 5e terminology. To me, the word ‘power’ connotes ‘superpower’. I am happy with this as an all-purpose term. At the same time, to be more diplomatic, I feel it helps to emphasize the nonmagic aspects of such powers. So there are nonmagical ‘capabilities’ versus magical ‘spells’, and nonmagical ‘maneuvers’ versus magical ‘cantrips’. Personally, I dont see much difference between ‘per encounter’ and ‘per rest’. Besides being able to use a power in two encounters in a row, why does it matter? Even if per rest, a party can often rest after each encounter if necessary. In any case, it seems to me possible, that class can have both per-encounter and per-rest capabilities. The per-rest ones connote a flavor of exhaustion and recovery. The per-encounter ones connote exploiting a circumstantial opportunity. In this case, it helps for the description to specify what that circumstantial opportunity is. In the case of a trick, the foes dont expect it. In this case, targeting Intelligence helps to convey this flavor. Unfortunately, only the nonmagical ‘Worldly’ capabilities require careful rationalization via mechanics and flavor. Magical spells have no problem being ‘per encounter’. For spontaneous magic (Norse, etcetera), the caster must be in the ‘moment’, and when the moment changes so must the mental focus of the caster. For ritualistic magic (Hellenistic, etcetera), specific times and places can be part of the ‘magical ingredients’, so the actual casting is slightly different each time. 4e allowed the player to narrate the reactions of the targets in impromptu way − that made sense at that specific moment. But in 5e, the capability needs to specify the flavor of what exactly happens to the targets, routinely in every encounter. [/QUOTE]
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