Quasqueton said:
There are several new classes coming out with per encounter (instead of per day) abilities. I'm wondering if the core classes could be adjusted to something like a per encounter set up without really screwing up balance.
Considering just the core, base classes from the Player's Handbook, what would be the overall effect of changing the "daily resets" to hourly resets?
That is, changing the recovery of spells slots, hit points, X times per day abilities, etc. to coming back after 1 hour of rest rather than the normal overnight rest (or a full day).
The effect I want is for the PCs to be able to adventure for a long time during a day, rather than get 1-4 encounters in a dungeon and then have to go back to camp -- 1-2 hours adventure in a day, then 22-23 hours of rest at camp. I want rest periods to be based on the actual day/night cycle rather than the "I'm tapped out of spells, let's break for the day" cycle.
But I'm wondering if making this alteration will seriously throw things out wack. I don't see any major problems with the concept with a first look.
I don't want to rewrite or rework any classes, merely shorten the reset times to 1 hour from 1 day/night. Would this be workable? Would the core classes/mechanics still be [arguably] balanced with a hourly reset? (I'd use the same concept for monster ability resets.)
Quasqueton
Personally, I think the future is per encounter. Nothing is lamer than going into a dungeon and having to camp after every other room because the wizard or cleric blew all their spells in a tough encounter. It stretches credulity and puts the DM in an awkward position of trying to decide what the denizens of the dungeon do in the party's absence.
Logically, they either flee for the hills, fortify their existing positions, or gang up and rush the players. All three possibilities can throw a carefully designed dungeon out of whack, creating hardship for a DM to trying to run a published module and then having to adapt everything on the fly. It can also result in PC deaths, especially if the dungeon dwellers are halfway intelligent and decide to assault the party at their weakest.
You may get some posters to this thread who like the balance structure as it is, but clearly its broken. Not only that, the ridiculousness of the party camping after every 4 encounters strains belief.
Per encounter refreshes of resources is a better way to go. Just keep in my mind that this means the party approaches every encounter at between 80% and full power depending on how fast they recover. This means that dungeons with a number of weaker encounters that are designed to wear the party down will probably be less of a challenge to a party that can always go near 100%.
Beef up the encounters a little is my suggestion. Max HP for creatures, or bump up the HD a little along with corresponding increases in attack bonus, saves, etc. You might have to adjust on the fly, because some encounters may be already tough and designed to be a faced by a fresh party, in which case you don't need to tweak anything.
Hopefully, per encounter balancing will be the new standard whenever 4e comes out.