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Getting rid of the short rest: The answer to Linear Fighter vs Quadratic Wizard?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7345388" data-attributes="member: 6775031"><p>To be fair, the only part that seems artificial is the precision, and that's just a limit imposed by our ability to write rules concisely. A more natural-seeming system would require a lot more work to operate, and it's not necessarily worth that trade-off. The underlying premise of needing a good night of rest in order to recover your magical energy is reasonable enough, as far as magic goes. </p><p>I know that this is just a personal preference, but I enjoy stories where the magic behaves according to consistent laws that can be analyzed scientifically. I like that Harry knows how long it will take to transfigure ten cubic millimeters of substance, or that he'll be out of juice for the next hour. It makes the world more believable, because the idea of magic being innately mysterious and unknowable is <em>such</em> a hard break away from anything we have in the real world, but the idea of this new thing being just another branch of natural law is something that happens not-infrequently.</p><p></p><p>Historically speaking, from what I recall, the old Vance books used discrete spell preparation <em>because</em> it was just sufficiently-advanced technology rather than any sort of mysterious magic. From a practical standpoint, if you aren't treating spells slots as in-game information that the characters can refer to, then it becomes incredibly difficult to actually play the game; if you go that route, I would strongly recommend also using the spell points option.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7345388, member: 6775031"] To be fair, the only part that seems artificial is the precision, and that's just a limit imposed by our ability to write rules concisely. A more natural-seeming system would require a lot more work to operate, and it's not necessarily worth that trade-off. The underlying premise of needing a good night of rest in order to recover your magical energy is reasonable enough, as far as magic goes. I know that this is just a personal preference, but I enjoy stories where the magic behaves according to consistent laws that can be analyzed scientifically. I like that Harry knows how long it will take to transfigure ten cubic millimeters of substance, or that he'll be out of juice for the next hour. It makes the world more believable, because the idea of magic being innately mysterious and unknowable is [I]such[/I] a hard break away from anything we have in the real world, but the idea of this new thing being just another branch of natural law is something that happens not-infrequently. Historically speaking, from what I recall, the old Vance books used discrete spell preparation [I]because[/I] it was just sufficiently-advanced technology rather than any sort of mysterious magic. From a practical standpoint, if you aren't treating spells slots as in-game information that the characters can refer to, then it becomes incredibly difficult to actually play the game; if you go that route, I would strongly recommend also using the spell points option. [/QUOTE]
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Getting rid of the short rest: The answer to Linear Fighter vs Quadratic Wizard?
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