Jackelope King said:
This disparity is in direct oposition to the goal of "everyone can have fun during every encounter". What I would rather see would be these sorts of system and all the mechanical differences they have balanced on a per-encounter system. Hey, they did it on a per-day system. I think they can handle this too.
It may be a playstyle thing, because in my tabletop gaming experience I've never (or very, very seldom) seen the problem. Inexperienced players have that "everything is shiny" thing going, and experienced players are usually able to understand the system enough to pick a class that they can enjoy. Working as a group, there is always at least Aid Another to have a real effect on combat.
Of course, the more varied the events of the game world, the more characters with non-combat focuses can shine. I never got the problem with the 3e bard.
I do think that having some resources recharge faster than per-day can work (as I said much earlier, I did this with my house rules), although it depends very much on what those resources are, and whether or not there is a cost (or potential cost) associated with recharging.
IMHO, to be interesting a decision must have both consequences and context. I try very hard to make sure that there are both for every decision, mechanical and/or otherwise, in the games I play. For example, using VP/WP, I allow 1 VP/lvl to return with 1 minute's rest, where 10 minute's rest restores all VP. OTOH, 10 minute's rest might trigger another encounter.
I also say that you can fight CON + Lvl rounds before you begin to tire. You take 1 pt of Vitality damage for fighting the next round, 2 for fighting the round thereafter, then 3, then 4, and so on. But, if you don't make an attack roll or full move one round you can "respite" and reset your counter. This is introduced specifically to make hordes of weaker foes more dangerous (hence significant) and to make moments where hero and villian respite to trade barbs.
RC