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Game Balance - D&D Essentials and the Adventuring Day
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<blockquote data-quote="Shin Okada" data-source="post: 5350516" data-attributes="member: 1956"><p>Well, in my experience, even before the release of essentials, importance (or significance) of daily powers varied much between each characters.</p><p></p><p>Also, for all of those characters, and more importantly, for all of the parties, daily powers are not as significant resources as spells in the previous editions, especially after, say, med Heroic Tier. Dailies are just slightly stronger than encounters. And at Epic tire, often At-wills are main weapons. And, as you have already pointed out, powers are not the only resources the PCs have. There are action points (which basically doubles DPR for one turn, and gained per milestone) and more importantly, healing surges per day.</p><p></p><p>Yeah, in 4e, that is healing surges per day which dominates a party's "adventuring day". Even before Essentials, we tend to retreat or take a long rest when someone's healing surges per day is becoming empty, because the next combat encounter will certainly become very dangerous one to him (by the way, thus, Artificer is wonderful). Not when dailies are depleted.</p><p></p><p>So, some classes don't having dailies should not change the situation much IMHO.</p><p></p><p>If "adventuring day" drastically changes, it will be when something about healing surges per day (and maybe action point) is changed much.</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 5350516, member: 1956"] Well, in my experience, even before the release of essentials, importance (or significance) of daily powers varied much between each characters. Also, for all of those characters, and more importantly, for all of the parties, daily powers are not as significant resources as spells in the previous editions, especially after, say, med Heroic Tier. Dailies are just slightly stronger than encounters. And at Epic tire, often At-wills are main weapons. And, as you have already pointed out, powers are not the only resources the PCs have. There are action points (which basically doubles DPR for one turn, and gained per milestone) and more importantly, healing surges per day. Yeah, in 4e, that is healing surges per day which dominates a party's "adventuring day". Even before Essentials, we tend to retreat or take a long rest when someone's healing surges per day is becoming empty, because the next combat encounter will certainly become very dangerous one to him (by the way, thus, Artificer is wonderful). Not when dailies are depleted. So, some classes don't having dailies should not change the situation much IMHO. If "adventuring day" drastically changes, it will be when something about healing surges per day (and maybe action point) is changed much. [/QUOTE]
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Game Balance - D&D Essentials and the Adventuring Day
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