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Any inherent conflict between per-encounter and per-day abilities?

moritheil said:
I find it interesting that the only concern most people have is balance. Per day is plausible in the game world; per encounter is strange, to say the least, and is clearly derived from metagame concerns.
The 3e barbarian's rage class ability is essentially a per-encounter ability; albeit one with a daily cap as well, but it can only be used once per encounter, and after a certain level - or at first level with the Extra Rage feat - you can use it every combat encounter and probably never run out.

I don't see much distinction between needing sleep to "recharge" abilities and needing to rest for a few minutes to do the same. So I don't agree that per-encounter is any less metagame-y than per-day.
 

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I would add that pretty much all character abilities, powers and game subsystems derive from the rules. There is no out of game reason why magic works the way it does, or hit points, or character leveling. It's all a matter of degree.
 

1of3 said:
In case anyone missed it, Vampire has been using "until the end of scene" for more than 15 years. And I never heard no one complaining.
You didn't hear it from me because I wasn't complaining about it - I was busy changing it so that the abilities didn't last until the ends of scenes - they had actual durations. None of my players liked the scene-end method. Maybe you just weren't listening.
 

As for the Able vs. Baker question, I think it is a party/DM decision as to when to call the end of the encounter. Ending an encounter implies a certain period of rest and bandaging and getting a drink of water and the like, during which per encounter abilities are rejuvinated, effects end, and I believe some matter of healing occurs.

There are times when it is beneficial to press on quickly and keep an encounter going. There are other times when it is better to end it and catch your breath.

I recall a playtest blog report of some sort in which the party was hunting an assassin who was after the high priest of Moradin. The playtest mentioned that the party discussed whether they were going to end the encounter. Some of them wanted to heal up and get their per encounter abilities back, but others felt they did not have time (implying that there is a particular amount of time associated with ending an encounter - it requires a 5 minute break, perhaps).

In the end, they decided to keep pushing forward quickly and did not end the encounter. They went deeper into the temple and confronted the assassin; this was not a new encounter, but rather an extension of the combat they had previously finished. A DM might be able to call the end of an encounter when the PCs keep going on for a few minutes and nothing else happens, but the PCs seem to be able to make the call as well.
 

jaer said:
In the end, they decided to keep pushing forward quickly and did not end the encounter. They went deeper into the temple and confronted the assassin; this was not a new encounter, but rather an extension of the combat they had previously finished. A DM might be able to call the end of an encounter when the PCs keep going on for a few minutes and nothing else happens, but the PCs seem to be able to make the call as well.
There are several ways to read this, though I would say that it could be more appropriate to say that the players can influence the call.

One way of looking at the above description is to say that the party decided to pursue the assassin, thereby staying in contact (even if he was hidden or invisible), thereby continuing the encounter.
 

Victim said:
I'm not sure that power selection will work on that level - it seems likely that per encounter powers and per day powers might be in different 'silos' of picks.

I'm not sure if selecting powers has been explained yet. I'm hoping that it's more like picking a spell/power 'fireball' and getting a at will, per encounter, and per day ability when you pick that power.

Otherwise, if you have to pick 'per day' and 'at will' fireballs separately, you can end up with a character who is essentially a Vancian caster, sacrificing endurance for power, which would lead back to the 15 minute workday.
 

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