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<blockquote data-quote="Mouseferatu" data-source="post: 3723974" data-attributes="member: 1288"><p>Well, with the obvious caveat (which you've already stated <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />) that we don't actually know how they're handling these sorts of things, I can see a number of possible options.</p><p></p><p>1) Even if only a small portion of encounters are tough enough to <em>require</em> the "per day" abilities, having a handful of them scattered throughout a dungeon is going to give the PCs pause.</p><p></p><p>2) Healing magics could be divvied up in such a way that there's a limit to what you can do with the "per encounter" heals. For instance (pulling an example out of a hat), maybe clerics can only heal someone up to half their total HP with a "per encounter cure" (sort of like the dragon shaman's aura in 3E), and only their "per day cures" can do better than that.</p><p></p><p>3) There's also still the matter of mundane exhaustion. The game may or may not have hard and fast rules that state "Hey, guys, you gotta sleep at some point," but I know that I--and any DM worth his salt--would insist on it.</p><p></p><p>4) Ditto the issue of simple supplies like food and water. I don't normally bother tracking them, but if the party is planning to spend days or weeks underground, I'd certainly start. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>So yeah, I can see where the concern comes from, and I do think it's an issue that needs to be addressed. But I think it's an issue that <em>will</em> be addressed, since there are quite a few ways to do so.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 3723974, member: 1288"] Well, with the obvious caveat (which you've already stated :)) that we don't actually know how they're handling these sorts of things, I can see a number of possible options. 1) Even if only a small portion of encounters are tough enough to [i]require[/i] the "per day" abilities, having a handful of them scattered throughout a dungeon is going to give the PCs pause. 2) Healing magics could be divvied up in such a way that there's a limit to what you can do with the "per encounter" heals. For instance (pulling an example out of a hat), maybe clerics can only heal someone up to half their total HP with a "per encounter cure" (sort of like the dragon shaman's aura in 3E), and only their "per day cures" can do better than that. 3) There's also still the matter of mundane exhaustion. The game may or may not have hard and fast rules that state "Hey, guys, you gotta sleep at some point," but I know that I--and any DM worth his salt--would insist on it. 4) Ditto the issue of simple supplies like food and water. I don't normally bother tracking them, but if the party is planning to spend days or weeks underground, I'd certainly start. ;) So yeah, I can see where the concern comes from, and I do think it's an issue that needs to be addressed. But I think it's an issue that [i]will[/i] be addressed, since there are quite a few ways to do so. [/QUOTE]
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