Mercule
Adventurer
Henry said:Issue #1, Dead Levels, I'm OK with seeing classes built so that they get something every level; fighter levels 5, 7, and 11 used to annoy me every time I played one. But with a caveat: I'm fine witn including levels 3,4,6,8,9,12,15,16,18 and 20 in the calculation, because you ARE getting something at those levels no matter what class you play; it's when the only thing you get is BAB, or hit dice, or more spells, that bugs me. And I don't think it should be as one class compared to another class; it should be as one class compared to all levels.
Issue #2, the "per-encounter" shift, I DEFINITELY don't like. I don't mind it as an option, but seeing it as the way all of D&D might go in a few years' time annoys me greatly.
Agreed on both accounts, specifically with the inclusion of the 3, 4, 6, etc. levels as non-dead. Doesn't mean you can't have some really cool levels that give more than one thing, but a feat is not an empty level.
Oh, and if the problem with counting +1 caster level as a dead level comes from PrCs, that tells me that the PrCs are poorly designed moreso than the base classes.
As for the "per encouter" model, ick. I hate it -- hate it mightily. Having an occasional mechanic that functions that way is fine and adds variety. What's causing the "fight, fight, rest; fight, fight, rest" rhythm isn't daily resource management. It's all in the spell casters and the Vancian system coupled with a somewhat more deadly encounter (CR) paradigm and fewer wandering monsters.
I run two games with the exact same players. One is by the book and the other uses spell points. The spell point system is significantly less prone to fight, fight, rest while the other game usually doesn't even make a second fight in a day. Previous editions discouraged this through a combination of weaker "mook" encounters, wandering monsters attacking underwear-clad resting characters, and the understanding that spellcasters would act less often but be much cooler when they did.
I'm all for killing off Vancian magic, but some sort of ablative resource allocation needs to be kept. Spell points works, though it may not be the ideal. There has to be a good solution, though.