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<blockquote data-quote="Jer" data-source="post: 3725117" data-attributes="member: 19857"><p>Actually, I'm saying something a little bit different. It's not so much the level of the spell that controls when you stop and camp as it is the type of spell that you've run out of.</p><p></p><p>I've never had a group stop to camp because the wizard ran out of Arcane Lock spells. I have had a group stop to camp because the wizard ran out of Magic Missiles. And the camping wasn't because they were afraid that there would be some horrible monster that they couldn't stop without the wizard's magic - it was more because the wizard had used up all of his combat spells and was going to spend the combat hiding behind the fighters and using his crossbow ineffectively. That wasn't why the wizard's player signed up to play a wizard.</p><p></p><p>If a wizard has an effective and powerful spell that they can use per encounter (or even at will) that should slow down the need to camp for the wizard's player. Even if every character has such things - if their players perceive what the characters can do "at will" or "per encounter" as being as powerful (or even, dare I say, more powerful) than their "per day" abilities, camping rates will slow down. THAT'S the dynamic I hope they hit with the new edition.</p><p></p><p>(Really, what I'm hoping for is that the "per day" abilities are useful things that you want to be able to do maybe once or twice in an entire adventure while the "per encounter" abilities are things that you want to be able to do once or twice in every encounter and the "at will" abilities are things you want to be able to do as often as a fighter swings his sword. That's the type of dynamic for spellcasting I've been looking for in D&D for at least 20 years, and I've never been able to get it quite right with any homebrew or third party system I've tried).</p></blockquote><p></p>
[QUOTE="Jer, post: 3725117, member: 19857"] Actually, I'm saying something a little bit different. It's not so much the level of the spell that controls when you stop and camp as it is the type of spell that you've run out of. I've never had a group stop to camp because the wizard ran out of Arcane Lock spells. I have had a group stop to camp because the wizard ran out of Magic Missiles. And the camping wasn't because they were afraid that there would be some horrible monster that they couldn't stop without the wizard's magic - it was more because the wizard had used up all of his combat spells and was going to spend the combat hiding behind the fighters and using his crossbow ineffectively. That wasn't why the wizard's player signed up to play a wizard. If a wizard has an effective and powerful spell that they can use per encounter (or even at will) that should slow down the need to camp for the wizard's player. Even if every character has such things - if their players perceive what the characters can do "at will" or "per encounter" as being as powerful (or even, dare I say, more powerful) than their "per day" abilities, camping rates will slow down. THAT'S the dynamic I hope they hit with the new edition. (Really, what I'm hoping for is that the "per day" abilities are useful things that you want to be able to do maybe once or twice in an entire adventure while the "per encounter" abilities are things that you want to be able to do once or twice in every encounter and the "at will" abilities are things you want to be able to do as often as a fighter swings his sword. That's the type of dynamic for spellcasting I've been looking for in D&D for at least 20 years, and I've never been able to get it quite right with any homebrew or third party system I've tried). [/QUOTE]
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