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Blog post on the feel of D&D (marmell, reynolds et all)
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<blockquote data-quote="The Little Raven" data-source="post: 4147475" data-attributes="member: 10095"><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>"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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Out of the two, 3e sounds like far more time management than 4e, since you have to track different "cooldowns" for different classes.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 4147475, member: 10095"] 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. 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. "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. [/QUOTE]
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Blog post on the feel of D&D (marmell, reynolds et all)
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