Gort
Explorer
This is inspired in part by the rumours surrounding daily powers in the new Essentials series, but I recognise that we know little about it so far:
I think that anyone who's GMed has occasionally had the problem where you've got a great long stretch of time, and it only really makes sense to have a single encounter in it - after all, it's not a great deal of fun to have constant encounters with lions and bandits and so forth when you're just trying to get from A to B.
One problem is that players who know or even just guess that they're not going to have many encounters can go "nova", blowing all of their daily powers in that one encounter, completely decimating it. Alternatively they take a long rest between every encounter, allowing them to do this constantly. Healing surges are a similar problem - it's very possible to build a party with appropriate gear and powers that can blow a vast number of healing surges every encounter, which again inflates the power of the party above and beyond what's assumed by the level system.
Now, there are ways to fight back against this - time limits preventing long rests, healing surge draining beasties, and so forth. But might it be simpler, if we were considering a rewrite of the current edition, to do away with daily powers and healing surges? Treat every encounter as an island, if you will, so that you can have one encounter in a section of play, or a dozen. Naturally daily magic item powers would have to go too.
It might also bring back to the fold those players who found it difficult to countenance being able to fire two arrows at a time only once per day - I was not one of these, but it was a complaint I heard.
I would suppose a downside might be that it would remove a layer of resource management from the game, but as I've mentioned earlier, it's a rather easily-solved management puzzle, and DMs kind of struggle with it at times.
I think that anyone who's GMed has occasionally had the problem where you've got a great long stretch of time, and it only really makes sense to have a single encounter in it - after all, it's not a great deal of fun to have constant encounters with lions and bandits and so forth when you're just trying to get from A to B.
One problem is that players who know or even just guess that they're not going to have many encounters can go "nova", blowing all of their daily powers in that one encounter, completely decimating it. Alternatively they take a long rest between every encounter, allowing them to do this constantly. Healing surges are a similar problem - it's very possible to build a party with appropriate gear and powers that can blow a vast number of healing surges every encounter, which again inflates the power of the party above and beyond what's assumed by the level system.
Now, there are ways to fight back against this - time limits preventing long rests, healing surge draining beasties, and so forth. But might it be simpler, if we were considering a rewrite of the current edition, to do away with daily powers and healing surges? Treat every encounter as an island, if you will, so that you can have one encounter in a section of play, or a dozen. Naturally daily magic item powers would have to go too.
It might also bring back to the fold those players who found it difficult to countenance being able to fire two arrows at a time only once per day - I was not one of these, but it was a complaint I heard.
I would suppose a downside might be that it would remove a layer of resource management from the game, but as I've mentioned earlier, it's a rather easily-solved management puzzle, and DMs kind of struggle with it at times.