Nifft said:
In 4e, that's not quite true. The Healing Surge mechanic limits your total daily healing. Also, you can't use a very cheap resource (like a wand of cure light wounds) to obviate out-of-combat healing resources above 7th level or so.
That's true. Healing surges and milestones both serve to keep you to extended rests.
I think the reason I forgot all about healing surges is because I've never played or DM'd a 4e game where running out of healing surges was ever a concern for any characters. I think this may be a function of combat length/grind and session pacing than anything inherent to the concept, though.
pemerton said:
At least a lot of us don't want a return to 1st ed AD&D play of the sort Dannyalcatraz is describing upthread. Rather than hoarding resources in that operational sort of way, maybe RW has it right - we want powers that become better when you use them later rather than earlier in the adventure. And this has to be correlated with the difficulty of the challenges being faced - if the later challenges are easy, but the powers better, than what should be dramatic becomes mundane. The conclusion to an adventure should be challenging enough that only last-ditch, edge-of-your-seat pulling-out-all-the-stops abilities are up to the task.
I don't think the kind of paranoid hoarding is a good idea, necessarily, but I do think that the slow depletion of resources plays into the rising tension in any adventure. Healing Surges kind of work this way in 4e, ideally, and HP has worked this way from Day 1 in D&D always.
I think the "limit breaks" that are edge-of-your-seat, last-ditch effort stuff are a slightly different beast, but go hand-in-hand: as you accrue more losses, you get closer and closer to one big effect that can turn the tables. It's a Get Out Of Jail Free card, a Reset button, a little PC bonus: if you're loosing, you use it, and can pull victory from the jaws of defeat.
I'm not sure it's an either-or choice, and both things are feelings that encounter-based design struggles with when looked at in the adventure as a whole.
Canis said:
So... turn dailies into encounters (with appropriate adjustments to damage), and let people spend action points to turn them back into dailies, or even dailies++.
Rebalance distribution of action points to maintain roughly the same power curve.
Salt and pepper to taste.
Keen idea. I'm reminded of Page 42's stunt sytem, too: there's limited damage, and normal damage, and VERY limited damage...