JeDiWiker said:
I'm not saying it's worse, but I do think it *feels* different. You can reasonably expect a PC who's lost a lot of his hit points to want to be healed up to at least half his normal total before continuing. (Players who insist on "topping off" their characters are always going to do so, though--in any version of the rules.) But here, I'm talking about the difference between "I don't think I have enough hit points to survive another encounter" and "I really want to have my Power of Amaunator available for every encounter."
But that's no different from "I only have 1 5th-level spell, and I don't feel comfortable moving on without it." It's always been a factor with resource management, and it was much more limiting to advancement in 3e, since you were bound to a variable "refresh cycle," depending on the ability.
The only difference I see is what was once a system that was different based on the class (8 hours, time of day, 24 hours, etc.) is now a system that is consistent for all classes.
Further, I think it leads to an artificial rest period between groups of monsters, so that they can be technically considered "new" encounters. As I understand it, if the party goes from a group of goblins in this room to a group of goblins in the next room without waiting the full five minutes, they're considered to be still in the same encounter--and, thus, less prepared, for lack of having used their "per-encounter" powers less then five minutes ago.
Again, I don't see how this "artificial rest period" is any different from earlier editions. You go into a dungeon, fight a few encounters, then take 8 hours (or more) to recover, since your spellcasters are out of spells by then. Fighting off a gang of goblins, then taking a couple minutes to catch your breath isn't unreasonable in comparison.
Perhaps. But most parties aren't composed entirely of barbarians--or even classes that have "once per encounter" special abilities. True, a spellcaster who blows his day's allotment of spells in one encounter is going to lobby heavily for resting (for several hours), and I agree that that's bad. But it seems to me that we've merely traded resource management for time management.
"Heavily lobbying" often turns into "complete necessity" when said spellcaster is your only healer, and is blowing through his spells fast because there are 3 or more other people to heal as well as himself.
In 3e, you had three different time management systems that applied to different classes. Divine casters had to prepare at a particular time of day, and only at that time. Arcane casters had to prepare spells after 8 hours of uninterrupted rest. Other per-day abilities require either 24 hours between activation.
If your cleric prays at dawn, and runs out at noon, you either have to wait until the following dawn or continue without healing. If your wizard runs out of spells, you've got to stop for 8 hours and make sure there are no interruptions, then be able to continue. But if you've got a situation where both occurs, then by 8 pm (after 8 hours of rest at noon), the wizard will be ready to go, but the cleric still has another 10 hours in order to be able to pray for spells again.
In 4e, you have two time management systems that apply to all (known) classes. Per-encounter abilities require a 5 minute "short rest" to refresh. Per-day abilities require a 6 hour "long rest" to refresh. Consistent, simple, and allows all characters to be refreshed at the same rate, instead of running into the "I've still got 18 hours left on the cooldown to pray to my beloved deity for healing" issue.
Out of the two, 3e sounds like far more time management than 4e, since you have to track different "cooldowns" for different classes.