Neonchameleon
Legend
My inference is:
The Adventure day is worth X amount of XP with can be broken into any number of segments. Each class feature with be given an XP value as well equal to the amount of XP of obstacles it should get rid off. Each class at each level will be then given a features whose daily usage deals with the expect XP of an adventuring day.
So a level 1 wizard spell is gets rid of 200 XP of obstacles a day. The recommended XP for an adventuring day is 1000 XP. So a 1st level wizard get 3 1st level spells to deal with about 600 XP and the at wills, theme, and background deals with the other 400 XP.
If that really is what they are thinking then they are complete morons. One standard tactical measure is the Defeat in Detail - taking the enemy's force in small chunks.
To outline why it's a stupid idea, imagine there are two forces of warriors. Team A has 4 warriors who move as a single squad. Team B has 10 warriors all spread out.
All warriors are identical, attack simultaneously, do 1hp worth of damage, and then resolve attacks.
4 warriors vs 10. Who wins?
If the defending warriors control who takes the damage in a given fight. Team A's 4 warriors run up to the first enemy, do 4hp worth of damage to him, and take 1hp in reply. First warrior from Team B dead at the loss of 1hp on team A. If team A can spread the damage around equally, they can take 12 hp worth of damage (i.e. 12 enemy warriors) without losing a man.
If the inflicting warriors get to chose who takes the damage but people don't have to engage, with the best tactics I can work out, the 4 warriors take down 9.5 enemy warriors before dying. (See below for the workingsv- a warrior in brackets isn't fighting that round.)
[sblock]Enemy 1
4,4,4,3 vs X
Enemy 2
4,4,4,2vs X
Enemy 3
4,4,4,1vs X
Enemy 4
4,4,4,Xvs X
Enemy 5
4,4,3vs 2
4,4,2vs X
Enemy 6
4,3,(2)vs 2
4,2,(2)vs X
Enemy 7
3,(2),(2) vs 3
3,2,1 vs X
Enemy 8
2,(2),(1) vs 3
2,2,X vs X
Enemy 9
2,1 vs 2
2,X vs X
Enemy 10 - obvious. The 10th ends up on 2 wounds.[/sblock]
It's even worse if the four are allowed to withdraw, rest up, and fight another day - they don't fight the battle against enemy four, and can finesse enemy eight by the almost healthy 3 attacking, then being reinforced by the two, then withdrawing the damaged one to finish off. So it's a crushing 7:0 victory (with four guys surviving on one health vs three on full).
Defeat in detail: one of the oldest and most effective tactics. And one that would be completely ignored by this method.