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Here, Let Me Fix "Powers Per Day" For You
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<blockquote data-quote="Tony Vargas" data-source="post: 5968257" data-attributes="member: 996"><p>"Daily" powers are a pretty poor mechanic. On the player side, they do give you this resource-management challenge. But, there are so many ways to leverage or circumvent it. If you have a useful daily spell, for instance, that doesn't have some hugely expensive material component, you can cast it systematically any time the DM isn't keeping you busy. A bit of downtime and an AD&D wizard with Dig and Wall of Stone can radically re-shape an area. In 3e it was Fabricate. There are many such 'creative' tricks that are fun when done once, but get out of hand when done systematically - which an arbitrary 'daily' limit leaves the door open to. Similarly, if the party can finagle time to re-charge spells and other dailies, it's a huge advantage, leading to the '15 minute workday' (something that really started with 1st-level early D&D, when your Cleric's very limitted healing couldn't see you through many combat encounters, and there could be 'random' encounters, too, so after a fight or two, you'd need to barricade yourself in a room or go back to town, sometimes for more than one day, until he'd prayed for and cast enough CLWs to get everyone going again). Conversely, daily limits can be very frustrating when you use the wrong spell at the wrong moment...</p><p></p><p>On the DM side, significant daily resources are a campaign-pacing nightmare. The DM must slave his campaign ideas to challenging a party that can't be allowed to face too many or too few challenges in each and every day being played through. This leads to tons of 'filler' encoutners, and an ever-present threat of 'random' wandering monsters, (that end up painting the world as a place so insanely dangerous that it's a miracle any peasant survives ploughing his fields without being jumped by an ankheg or purple worm). The DM must cajole or coerce his players into 'pressing on' if he hasn't consumed enough of those daily resources yet, or give them some improbable opportunity to 'rest' in the middle of some vital quest or hellishly dangerous dungeon because that last fight turned out to be much tougher than he expected. </p><p></p><p></p><p>While dramatic abilities that can't just be 'spammed' every round are a great idea, tying them to an arbitrary unit of time, like a 'day,' is not such a great idea. A more story-oriented recharge rate would give the DM much more flexibility.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5968257, member: 996"] "Daily" powers are a pretty poor mechanic. On the player side, they do give you this resource-management challenge. But, there are so many ways to leverage or circumvent it. If you have a useful daily spell, for instance, that doesn't have some hugely expensive material component, you can cast it systematically any time the DM isn't keeping you busy. A bit of downtime and an AD&D wizard with Dig and Wall of Stone can radically re-shape an area. In 3e it was Fabricate. There are many such 'creative' tricks that are fun when done once, but get out of hand when done systematically - which an arbitrary 'daily' limit leaves the door open to. Similarly, if the party can finagle time to re-charge spells and other dailies, it's a huge advantage, leading to the '15 minute workday' (something that really started with 1st-level early D&D, when your Cleric's very limitted healing couldn't see you through many combat encounters, and there could be 'random' encounters, too, so after a fight or two, you'd need to barricade yourself in a room or go back to town, sometimes for more than one day, until he'd prayed for and cast enough CLWs to get everyone going again). Conversely, daily limits can be very frustrating when you use the wrong spell at the wrong moment... On the DM side, significant daily resources are a campaign-pacing nightmare. The DM must slave his campaign ideas to challenging a party that can't be allowed to face too many or too few challenges in each and every day being played through. This leads to tons of 'filler' encoutners, and an ever-present threat of 'random' wandering monsters, (that end up painting the world as a place so insanely dangerous that it's a miracle any peasant survives ploughing his fields without being jumped by an ankheg or purple worm). The DM must cajole or coerce his players into 'pressing on' if he hasn't consumed enough of those daily resources yet, or give them some improbable opportunity to 'rest' in the middle of some vital quest or hellishly dangerous dungeon because that last fight turned out to be much tougher than he expected. While dramatic abilities that can't just be 'spammed' every round are a great idea, tying them to an arbitrary unit of time, like a 'day,' is not such a great idea. A more story-oriented recharge rate would give the DM much more flexibility. [/QUOTE]
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