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<blockquote data-quote="tetrasodium" data-source="post: 9063019" data-attributes="member: 93670"><p>Wrt the 2e &3.x comment... Yes and no but mostly no because there were other elements that acted as a pressure valve allowing flexibility.</p><p></p><p>I covered the 2e rest rules <a href="https://www.enworld.org/threads/new-one-d-d-playtest-document-77-pages-7-classes-more.698499/post-9060112" target="_blank">earlier</a> and see no reason to repeat them. They are important though. On top of that you had a much higher lethality readily available potions along with magic tools for both sides in caster/martial spread. Martials had lots of magic weapons and armor... you can still see the impact of they today with how there are so many magic swords compared to other weapons. caster, likewise with heavier types of magic armor. Casters had scrolls and wand robes etc</p><p></p><p>3.x power recovery rules were trivial but too class specific to quickly summarize. Some classes just needed a specific time of day (or sunrise/midnight & the gm if course had huge amounts of leeway over that for obvious reasons. Other classes tended to need things like A+B conditions like a good night's sleep <em>and</em> a period of uninterrupted study afterwards or a particular time, <em>and</em> a period of prayer during that time. For a lot of reasons a group almost always needed different times for different PCs and the result was that waiting for both could easily result in two or more interruptions that stop one or leave some PCs in the hole from where they were before forcing it. When the dice hit the table though they almost always encouraged some negotiation and discussion over what was reasonable or how the group could finagle some gm blessed exception for the group to have <em>enough</em>. </p><p></p><p>On top of that 3.x had expendable wands of cure light wounds and scrolls/wands for emergencies along with both permanent and expendable magic weapons and armor. A permanent weapon like an elemental [weapon] was obviously permanent but there were also some powerful charged ones and trinkets. Caster magic items were (and still are) almost exclusively charged or expendible with exceptions tending towards things like +1 wands while martials tended towards permanent always active gear. Consumable stuff like wands potions and scrolls cost money to buy/craft (if you could) or were limited in availability based on how often the gm might decide to give them as treasure/npc given rewards. Because players were expected to regularly upgrade their gear using those pricey consumable items recklessly would carry pain later when upgrades were now harder. That cost made nonemergency uses a risk akin to taunting the happy fun ball.</p><p></p><p></p><p>So you'd see complaints about players demanding 5mwd or gms being too stingy with some actual room for negotiation and learning for eaxh</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9063019, member: 93670"] Wrt the 2e &3.x comment... Yes and no but mostly no because there were other elements that acted as a pressure valve allowing flexibility. I covered the 2e rest rules [URL='https://www.enworld.org/threads/new-one-d-d-playtest-document-77-pages-7-classes-more.698499/post-9060112']earlier[/URL] and see no reason to repeat them. They are important though. On top of that you had a much higher lethality readily available potions along with magic tools for both sides in caster/martial spread. Martials had lots of magic weapons and armor... you can still see the impact of they today with how there are so many magic swords compared to other weapons. caster, likewise with heavier types of magic armor. Casters had scrolls and wand robes etc 3.x power recovery rules were trivial but too class specific to quickly summarize. Some classes just needed a specific time of day (or sunrise/midnight & the gm if course had huge amounts of leeway over that for obvious reasons. Other classes tended to need things like A+B conditions like a good night's sleep [I]and[/I] a period of uninterrupted study afterwards or a particular time, [I]and[/I] a period of prayer during that time. For a lot of reasons a group almost always needed different times for different PCs and the result was that waiting for both could easily result in two or more interruptions that stop one or leave some PCs in the hole from where they were before forcing it. When the dice hit the table though they almost always encouraged some negotiation and discussion over what was reasonable or how the group could finagle some gm blessed exception for the group to have [I]enough[/I]. On top of that 3.x had expendable wands of cure light wounds and scrolls/wands for emergencies along with both permanent and expendable magic weapons and armor. A permanent weapon like an elemental [weapon] was obviously permanent but there were also some powerful charged ones and trinkets. Caster magic items were (and still are) almost exclusively charged or expendible with exceptions tending towards things like +1 wands while martials tended towards permanent always active gear. Consumable stuff like wands potions and scrolls cost money to buy/craft (if you could) or were limited in availability based on how often the gm might decide to give them as treasure/npc given rewards. Because players were expected to regularly upgrade their gear using those pricey consumable items recklessly would carry pain later when upgrades were now harder. That cost made nonemergency uses a risk akin to taunting the happy fun ball. So you'd see complaints about players demanding 5mwd or gms being too stingy with some actual room for negotiation and learning for eaxh [/QUOTE]
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