If you go slow, and make sure that every fight is a new encounter, you get more
1. Encounter abilities
2. Action points
3. Ability to heal (some with encounter abilities, some with Heal skill checks)
If you go fast and blur all your fights together (screw killing the guard, ring the alarm bell yourself!), you lose all that, but gain longer per day buffs.
We'll find out in June if one of these strategies is dominant, but at least the architecture is there to balance things.
1. Encounter abilities
2. Action points
3. Ability to heal (some with encounter abilities, some with Heal skill checks)
If you go fast and blur all your fights together (screw killing the guard, ring the alarm bell yourself!), you lose all that, but gain longer per day buffs.
We'll find out in June if one of these strategies is dominant, but at least the architecture is there to balance things.