satori01 said:
I tend to think that is more of a self impossed mental limitation. Most people have no problems with primary spell casters slinging a spell every round, why are the feats of arms that are maneuvers any different?
They're not slinging every round; they're usually saving up power and conservatively estimating whether spell power is needed now or later, in my experience. The caster who blows his stores of spells every combat can get in real trouble later if trouble comes knocking before they rest.
Every time that 24 strength Meleeist in the party, swings his sword, we have something beyond the realm of possibility, something fantastic. Of course stat modifiers quickly lose their thrill and become accounting markers. Every Dodge bonus, every Cloak of Elvenkind, is something giganticaly fantastic, only they never quite feel that way.
To a certain extent, they do to me, too. Only exception is the "24 STR meleeist swining his sword" - it's no more unrealistic than a Conan or Gimli the Dwarf moment in a novel. However, I seriously contend there's a difference between a Conan tale and, say, Crouching tiger/Hidden dragon, where people with only martial training are walking on willow stalks, dodging a million and two poison darts, walking up walls, and running on arrows, and doing it again five minutes later. It's so much of the fantastic, that it leaves people like me cold on the REALLY fantastic.
As many posters on the board report, 3-4 encounters than resting is a very common tactic. When Leomund's Secure shelter and Rope Trick are essential spells ....is there a problem?
I like One time per Encounter balancing. A player still has to decide, is now the time to use this power. I think minor to medium powers should be on an Encounter timer, whilst more powerful abilities should be once per day.
Problem is, most encounters I see only last anywhere from 3 to 10 rounds; I don't see that as a hard decision! Blow the strongest thing you have, RIGHT NOW, followed by the next strongest, etc. so that the enemy won't be alive on his turn to do ANYTHING. Why worry? You'll get it back within 1 minute, anyway, just in time for the next creature to attack; there's no choice anymore, other than suboptimal choices from someone who wants to roleplay a different type of encounter.
And I've never seen a problem with resting, because resting itself is a resource management. How many days are you willing to commit to downtime until the Evil Forces finish their plan? Every day you give them is a day that they are stronger, too. If you're fresh as a daisy five minutes after every combat ends, then it reduces that element of suspense, planning, and the unknown, because you AND the enemy will be just as fresh as if you fight now, in 10 minutes, or in 10 years.