GlassJaw said:
By universal system, I meant a mechanic that all classes would use, regardless of ability.
I gave of an example of it in a previous post in that a wizard might have a spell they could use a certain number of times per encounter and a fighter could have a special attack or stance they could use a certain number of times per encounter.
Yeah, that's what I think should be avoided. I'd much rather it be varied*--Fighters and Warlocks who are weaker in a single encounter but who can go full-tilt all week, Wizards and... I don't know, maybe Paladins, who can do the "
red-lined table saw" thing but take a while to recharge, Bards and Barbarians, who take a long time to recharge but also a long time to use their abilities, and now Martial Adepts and the like who have fast recharge times but still have to actively recharge. And, of course, a whole mess of stuff in splatbooks that smears these up into each other at the player's option.
Odhanan said:
Why would it be "uncontrolled", and what are these "many variables" to consider, GlassJaw? I just don't understand what you mean here. Some precise examples/issues would help me conciderably.
It's far easier to enforce metagame balance on in-game events than it is to force in-game events onto metagame balance. Take your "per session" rules, for example. With my group, one session can last anywhere from one to seven hours, and story arc length can vary wildly even accounting for actual play time (e.g. one module can take four hours, which might even be two sessions, whereas another, equally-long module can take fifteen hours... which still might end up being only two sessions, though that's a stretch). Apparently, some groups play for a whole day at a time, or one whole weekend a month, or a certain set time limit, etc.
Balancing by totally metagame considerations, such as session length, would thus be functionally impossible. The best you could do would be to have a scaling table dictating how often something can happen based on both session time and story arc length, with (as you mentioned) rules for fast-forwarding if need be. Even then, each module would need an intro page detailing how one should should modify things based on sessions length.
On the other hand, "per day" or "per encounter" is an in-game concept that one can metagame fairly easily if need be. As a DM, it's entirely reasonable (in many cases) to simply put your foot down and say "No. You can't rest here. The world is not waiting for you; this session/arc/adventure takes place within a single day/week/etc., unless you retreat completely and start over. No, I don't
care if you know Rope Trick, you woke up 40 minutes ago and you're just not tired enough to go back to sleep."
*All comparisons from here out are meant to be compared to each other in a hypothetical 4th Edition, not to their current forms.