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D&D4E: Resource Management between Encounters
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3845093" data-attributes="member: 710"><p>The general issues around 15 - minute workday and Encounter Balance has been discussed (indeed to death) here: <a href="http://www.enworld.org/showthread.php?t=206309" target="_blank">http://www.enworld.org/showthread.php?t=206309</a></p><p></p><p>But you (or at least the first answer) here seems a bit more praticially inclined and less on the pure metagamelevel. </p><p></p><p>Healing:</p><p>1) Abilities like Second Wind can only be used when "sufficiently injured". Since they normally won't bring you back to full hit points, but can bring you above this limit, you can't always heal yourself with this to full strength.</p><p></p><p>2) At Will / Per Encounter healing might not be able to bring you beyond a specific limit. The 3.5 Dragon Shaman for example has a healing Aura that can't increase your hit points beyond half.</p><p></p><p>3) There are still abilities that are supposed to be daily. We don't know what kind of abilities (if there is really a "kind" to it.) </p><p>My guess would be that spells like Break Enchantment, Geas, Scry, Teleport, Mordekainens Mansion, Remove Disease, Raise Dead, Heal might fit into the daily limit. You don't usually need them often to do your work (they don't kill/disable your enemies), and it's generally not a good idea to have them available any number of times per day (because they provide game/versimilitutde breaking abilities). </p><p>Very powerful offensive spells might also be in this category. If they are, they must be carefully balanced with the per encounter abilities, otherwise careful players will rely too much on them (leading us right back to the 15 minute work-day). Offensive spells like this might be Charm Monster/Dominate Person (with the caveat that you can charm/dominate only a very limited number of creatures, regardless how often you cast the spell). Powerful summing spells might also be in this area, as might Buffs (provided they last effectively all day - at least considerably longer than 15 minutes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) </p><p></p><p>Basically, spells that aren't "bread and butter" spells for spellcasters, but are sometimes still required, fit well into the per day category of spells.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3845093, member: 710"] The general issues around 15 - minute workday and Encounter Balance has been discussed (indeed to death) here: [url]http://www.enworld.org/showthread.php?t=206309[/url] But you (or at least the first answer) here seems a bit more praticially inclined and less on the pure metagamelevel. Healing: 1) Abilities like Second Wind can only be used when "sufficiently injured". Since they normally won't bring you back to full hit points, but can bring you above this limit, you can't always heal yourself with this to full strength. 2) At Will / Per Encounter healing might not be able to bring you beyond a specific limit. The 3.5 Dragon Shaman for example has a healing Aura that can't increase your hit points beyond half. 3) There are still abilities that are supposed to be daily. We don't know what kind of abilities (if there is really a "kind" to it.) My guess would be that spells like Break Enchantment, Geas, Scry, Teleport, Mordekainens Mansion, Remove Disease, Raise Dead, Heal might fit into the daily limit. You don't usually need them often to do your work (they don't kill/disable your enemies), and it's generally not a good idea to have them available any number of times per day (because they provide game/versimilitutde breaking abilities). Very powerful offensive spells might also be in this category. If they are, they must be carefully balanced with the per encounter abilities, otherwise careful players will rely too much on them (leading us right back to the 15 minute work-day). Offensive spells like this might be Charm Monster/Dominate Person (with the caveat that you can charm/dominate only a very limited number of creatures, regardless how often you cast the spell). Powerful summing spells might also be in this area, as might Buffs (provided they last effectively all day - at least considerably longer than 15 minutes :) ) Basically, spells that aren't "bread and butter" spells for spellcasters, but are sometimes still required, fit well into the per day category of spells. [/QUOTE]
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