Majoru Oakheart
Adventurer
Somewhat true. Once again, having 2 means being able to use them in the next 2 encounters. Once you have two, it's a better idea to fight 2 more encounters than rest and fight the same 2 encounters. Overall, getting another one is not actually a benefit to continuing on. It just takes away a minus to continuing on.Derren said:Imo not because you are not gaining anything, you just don't loose it. The limiting factor is still the number of healing surges left and the dailies. And even if you don't use the AP, there is no advantage in having 2 AP instead of just 1.
So far this has not been my(limited) experience. My group is one that likes to pull the 15 minute adventuring day. They don't do it every day and it isn't like they go into a dungeon with the plan "Use everything you have since we're not fighting a second combat today." They instead go into a dungeon fully expecting to keep fighting until they can't possibly continue anymore. Then they run into the first encounter and it hits the fighter so hard that the cleric needs to use his Heal spell first round. Then they realize "wow, if we don't take this down right NOW, it could actually kill us." and they all cast their highest level spells at it. Then, after the combat they assess their status and realize that if they fight another monster like that they won't be able to survive. So they leave the dungeon to rest.Derren said:Groups which really rested after every fight (I have never seen such a group but people say they exist) will now use their dailies in the first fight and then rest.
Adventure design is the solution to the 15 minute workday, not rules.
However, if you look at some of the dailies listed on the characters sheets, you'll see that they aren't always the best option. If you are fighting a bunch of minions, it isn't work using a Sleep spell on them. They'll be dead before they even make their first save most times. If the monsters go before you and all run into melee with your fighter, it's probably not a good idea to waste the sleep on them. It only slows them for the first round and slow doesn't have any effect on creatures already in melee.
The same thing is the case of the Ranger. Split the Tree is only good if there are two enemies within 3 of each other. Even then, if you are capable of killing a creature with an at will attack this round and the extra damage is just overkill, why bother using it?
The Cleric's power does a lot of damage, true. 17 is pretty good. However, the ranger does an average of 14 on his at will power who is his quarry. If you hit with a lance of faith for 8 and your +2 to hit makes the difference between the ranger hitting and missing, you've just done 22 damage instead of 17.
The point is that it's NOT the best idea in 4e to use your dailies right away. I've now run a bunch of 4e games and it was not the inclination of players to do so, either.
Also, the decision to do a 15 minute adventuring day is a risk analysis. If your group goes up against an encounter lacking 1 of their dailies, say the fighter. Plus, everyone in the group is down 2 healing surges. I can tell you that group is basically at 99% power. It's near impossible for one person to use more than 5 healing surges in one encounter(unless the group has 3 clerics or something). Most people realize this pretty quickly. Even down half their dailies and half their healing surges, they are STILL at around 95% power. The risk of fighting in that condition is so close to the risk for fighting an encounter at full strength that it isn't worth the hassle of telling the DM that you are leaving, worrying about random encounters, changing all the numbers on your character sheet...
When you compare that to the risk of fighting a CR 15 creature with no Heal spells left and your only Delay Death used when you are level 11 you see that people are MUCH more worried. I normally play the cleric in our 3e games, and I can tell you that at that point I'd be encouraging us all to rest, even if we only had one encounter that day.