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Has the wave crested? (Bo9S)
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<blockquote data-quote="FireLance" data-source="post: 3559536" data-attributes="member: 3424"><p>To be fair, the person who came up with that house rule probably had problems with <em>teleport</em> even on a per day basis, so it's not a problem that would arise simply because of a per encounter mechanic.</p><p></p><p>Note that per encounter does not necessarily mean at will. A recharge time of, say, a minute means that a 10th-level wizard, who could move about 800 ft. per casting of this spell, travels at a little less than 10 miles per hour. That's hardly globe-crossing speed.</p><p></p><p>I'll address the main point raised instead of just pointing out that <em>water breathing</em> can be cast on multiple targets, but the duration is reduced proportionately. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Some DMs might actually like the fact that not every PC can have the same defences and abilities, or that multiple copies of a single spell could remove the challenge posed by an obstacle for the entire party. I think someone mentioned a point upthread about dramatic tension... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Exactly. I was under the impression that the discussion was whether the game should be primarily balanced on a per encounter basis or a per day basis, and not whether it should be exclusively balanced on a per encounter basis or a per day basis. I personally am in favor of primarily per encounter balance because it's easier to convert from per encounter balance to per day balance if you want to do so.</p><p></p><p>After all this discussion, however, I'm starting to see what could be another advantage to per encounter balancing. Characters should have less resources to juggle (three spells instead of twelve, for example) and this could make the game easier for novice players. Once they have become more experienced they can convert to a per day balancing model if they find that the additional complexity adds to their game.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3559536, member: 3424"] To be fair, the person who came up with that house rule probably had problems with [I]teleport[/I] even on a per day basis, so it's not a problem that would arise simply because of a per encounter mechanic. Note that per encounter does not necessarily mean at will. A recharge time of, say, a minute means that a 10th-level wizard, who could move about 800 ft. per casting of this spell, travels at a little less than 10 miles per hour. That's hardly globe-crossing speed. I'll address the main point raised instead of just pointing out that [I]water breathing[/I] can be cast on multiple targets, but the duration is reduced proportionately. :p Some DMs might actually like the fact that not every PC can have the same defences and abilities, or that multiple copies of a single spell could remove the challenge posed by an obstacle for the entire party. I think someone mentioned a point upthread about dramatic tension... ;) Exactly. I was under the impression that the discussion was whether the game should be primarily balanced on a per encounter basis or a per day basis, and not whether it should be exclusively balanced on a per encounter basis or a per day basis. I personally am in favor of primarily per encounter balance because it's easier to convert from per encounter balance to per day balance if you want to do so. After all this discussion, however, I'm starting to see what could be another advantage to per encounter balancing. Characters should have less resources to juggle (three spells instead of twelve, for example) and this could make the game easier for novice players. Once they have become more experienced they can convert to a per day balancing model if they find that the additional complexity adds to their game. [/QUOTE]
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