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<blockquote data-quote="Fanaelialae" data-source="post: 5904939" data-attributes="member: 53980"><p>I disagree with your premise.</p><p></p><p>Being able to output the same damage in half the time is generally going to more valuable than doing it over a longer period of time, even if you can only do it half as often.</p><p></p><p>For example, let's assume that a fighter has a 10 damage whirlwind attack that he can use at will, while the mage has a 20 damage fireball that he can use every other round. If the enemies only have 20 hp, the mage can do in one round what the fighter could do in two. In other words, if the mage fireballs them, they may not even get off an attack, whereas they would be guaranteed to do so against the fighter.</p><p></p><p>On the other hand, if the mage has to spend time casting fireball, such that it only occurs on the second round, <em>now</em> the two abilities are roughly balanced. (Although the fighter has a distinct advantage when facing 10 hp opponents.)</p><p></p><p>Being able to perform a more powerful effect less often isn't necessarily a great balancing mechanism. Never underestimate the ability to front-load.</p><p></p><p>For starters, daily limits are the source of the 15 minute work day. Not every DM wants to have to go through the heavy-handed tedium of preventing a party from resting. Sure, you can use wandering monsters, or restock dungeons, but not only are these "solutions" not always appropriate, they create extra work for the DM.</p><p></p><p>Additionally, more powerful, less often, is only balanced if you drag things out. It might be fine if everyone has to make 30 checks in an adventure, but what about the mini-adventure where everyone only has to make 5 checks?</p><p></p><p>I think one better balancing mechanic would be longer casting times with a real chance for spell disruption of powerful spells. Then you can also offer shorter casting time spells that are more in line with "mundane" abilities (such as a blast of fire that is on par with a sword attack). Granted, that's just one possible approach, but I think it's far more balanced than daily limits. Additionally, it encourages teamwork; whether it's the fighter and rogue holding the slavering orcs at bay while the mage invokes a fireball, or the fighter and the rogue holding the enemy captain down while the mage ensorcels his mind to turn him against his master.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5904939, member: 53980"] I disagree with your premise. Being able to output the same damage in half the time is generally going to more valuable than doing it over a longer period of time, even if you can only do it half as often. For example, let's assume that a fighter has a 10 damage whirlwind attack that he can use at will, while the mage has a 20 damage fireball that he can use every other round. If the enemies only have 20 hp, the mage can do in one round what the fighter could do in two. In other words, if the mage fireballs them, they may not even get off an attack, whereas they would be guaranteed to do so against the fighter. On the other hand, if the mage has to spend time casting fireball, such that it only occurs on the second round, [i]now[/i] the two abilities are roughly balanced. (Although the fighter has a distinct advantage when facing 10 hp opponents.) Being able to perform a more powerful effect less often isn't necessarily a great balancing mechanism. Never underestimate the ability to front-load. For starters, daily limits are the source of the 15 minute work day. Not every DM wants to have to go through the heavy-handed tedium of preventing a party from resting. Sure, you can use wandering monsters, or restock dungeons, but not only are these "solutions" not always appropriate, they create extra work for the DM. Additionally, more powerful, less often, is only balanced if you drag things out. It might be fine if everyone has to make 30 checks in an adventure, but what about the mini-adventure where everyone only has to make 5 checks? I think one better balancing mechanic would be longer casting times with a real chance for spell disruption of powerful spells. Then you can also offer shorter casting time spells that are more in line with "mundane" abilities (such as a blast of fire that is on par with a sword attack). Granted, that's just one possible approach, but I think it's far more balanced than daily limits. Additionally, it encourages teamwork; whether it's the fighter and rogue holding the slavering orcs at bay while the mage invokes a fireball, or the fighter and the rogue holding the enemy captain down while the mage ensorcels his mind to turn him against his master. [/QUOTE]
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