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<blockquote data-quote="Jer" data-source="post: 3724438" data-attributes="member: 19857"><p>Meh. First of all, I'm not sure how adding per encounter abilities and keeping "per day" abilities exacerbates the fight-rest-repeat cycle - if it doesn't kill the cycle it should be at worst "cycle neutral" and not really affect it at all.</p><p></p><p>I think if they balance of "per encounter" and "per day" abilities right, it could be a real asset to the game. If the "per day" abilities are all things that you're going to only use once or twice in a given adventure anyway, keeping them per day won't give you incentive to stop and regain them at all.</p><p></p><p>For example, suppose the wizard has spells such that he can prepare and cast X spells per day, but he also has offensive and defensive magics usable "per encounter". If the "prepared" spells are spells like Alarm, Magic Aura, Disguise Self, Arcane Lock, Knock, Detect Thoughts, Leomund's Tiny Hut, and other useful spells that aren't gamestoppers when you don't have another one to fire off right away, then play isn't going to slow down as folks rest. And if the wizard can throw a number of "Eldritch Bolts" and throw up a few "Mystic Shields" during any combat he's in, his player isn't going to be complaining that the party needs to stop and rest because he's all out of magic and isn't having fun in the combats.</p><p></p><p>My guess is that the most impact will come with the cleric and other healing classes. We've already seen an example where the cleric gets some kind of ability to heal another character after doing damage in combat - I imagine that will be a "per encounter" ability. The cleric could also have access to spells usable outside of combat to do more "full healing" - disease curing, poison neutralization, more traditional "cure" spells, etc - for when the combat is over and everyone needs to heal up. Those would be the "per day" abilities, and yes, when those are used up, you'd still stop and rest like in any other edition of D&D. My hope would be that you'd be able to get through MORE encounters in a given "day" before needing to stop and rest up - not that this would eliminate the dynamic of "needing to rest" entirely.</p></blockquote><p></p>
[QUOTE="Jer, post: 3724438, member: 19857"] Meh. First of all, I'm not sure how adding per encounter abilities and keeping "per day" abilities exacerbates the fight-rest-repeat cycle - if it doesn't kill the cycle it should be at worst "cycle neutral" and not really affect it at all. I think if they balance of "per encounter" and "per day" abilities right, it could be a real asset to the game. If the "per day" abilities are all things that you're going to only use once or twice in a given adventure anyway, keeping them per day won't give you incentive to stop and regain them at all. For example, suppose the wizard has spells such that he can prepare and cast X spells per day, but he also has offensive and defensive magics usable "per encounter". If the "prepared" spells are spells like Alarm, Magic Aura, Disguise Self, Arcane Lock, Knock, Detect Thoughts, Leomund's Tiny Hut, and other useful spells that aren't gamestoppers when you don't have another one to fire off right away, then play isn't going to slow down as folks rest. And if the wizard can throw a number of "Eldritch Bolts" and throw up a few "Mystic Shields" during any combat he's in, his player isn't going to be complaining that the party needs to stop and rest because he's all out of magic and isn't having fun in the combats. My guess is that the most impact will come with the cleric and other healing classes. We've already seen an example where the cleric gets some kind of ability to heal another character after doing damage in combat - I imagine that will be a "per encounter" ability. The cleric could also have access to spells usable outside of combat to do more "full healing" - disease curing, poison neutralization, more traditional "cure" spells, etc - for when the combat is over and everyone needs to heal up. Those would be the "per day" abilities, and yes, when those are used up, you'd still stop and rest like in any other edition of D&D. My hope would be that you'd be able to get through MORE encounters in a given "day" before needing to stop and rest up - not that this would eliminate the dynamic of "needing to rest" entirely. [/QUOTE]
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