Jeremy Ackerman-Yost
Explorer
Sure... stipulating that I have not read PHB3 and only part of PHB2 and therefore have no idea what you're talking aboutHmm, sort of like how PHB3 does Power Points, but with Encounters instead of At-Wills?

Sure... stipulating that I have not read PHB3 and only part of PHB2 and therefore have no idea what you're talking aboutHmm, sort of like how PHB3 does Power Points, but with Encounters instead of At-Wills?

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.
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.
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.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.