Neonchameleon
Legend
Alas the wizard and cleric appear to be in 5e.Yeah! Good riddance to "daily" powers, too!
Alas the wizard and cleric appear to be in 5e.Yeah! Good riddance to "daily" powers, too!
Like I said, give some fighter themes an encounter-based power or two. "You can perform this action, but must take a short or long rest before you can perform it again." That's fine. The problem comes in when you give them to rogues and clerics and wizards and paladins and rangers and monks and so on and so forth. So everyone has a few of these abilities. That's when the design shifts from adventure day to encounter, and that's when you start having problems.I'm afraid I'm marking this down as an example on the Fighters Can't Have Cool Stuff list. With Wizards on a daily recharge rate absolutely everything you say about a strong adventure applies to them. You're tied massively by wizard pacing already.
Oh, and Tucker's Kobolds? Do you really think they'd allow you to take a 5 minute rest in their territory? Unless you were forted up in a room and they were busy spiking the doors shut of course... Encounter powers (or rather the lack of them when you'd normally expect to have them) only make Tucker's Kobolds scarier.
Not allocating resources has a very similar effect.Allocating resources based on some theoretical rest breaks that may or may not happen has the potential to either screw over the players or make things far too easy for them.
Among the 4e crowd ,you will still get those that would advocate them. Im not one of them, but not because I dont like them.
Its the whole "encounter" thinking. 4e was an encounter centric system, the problem I ad was that as a DM i found myself having to pre-design encounters. Im not fond of that, I much prefer that players define the terms of encounter through there choices and actions, not that encounters are built into campaign design (and please, dont give me the "Your doing it wrong" argument. Heard, absorbed it, utterly unconvinced by it).
I seem to be holding the opposite opinion to most of the people here - I /hate/ daily resources, but love encounter resources.
Daily resources require a solid way to track them between sessions, which introduces a mess of tracking issues - issues I can deal with, but which I'd rather not have to. Encounter powers only require tracking over the short-term, though, and are thereby much easier to remember.
Allocating resources based on some theoretical rest breaks that may or may not happen has the potential to either screw over the players or make things far too easy for them.
I seem to be holding the opposite opinion to most of the people here - I /hate/ daily resources, but love encounter resources.
Daily resources require a solid way to track them between sessions, which introduces a mess of tracking issues - issues I can deal with, but which I'd rather not have to. Encounter powers only require tracking over the short-term, though, and are thereby much easier to remember.
The problem is that encounters-based resource management forces that sort of design structure on all adventures. Every encounter has to be a challenge and balanced individually against the party or it's either a waste of time because it's too easy or it's overwhelming in its difficulty.The fact you're unconvinced by it doesn't mean it's not true. Heck, I build encounters on-the-fly all the time. I have a general layout of the area and who/what's around as well as goal(s) for the PCs and go from there. Certainly they will face Potential Enemy X if they go a certain way. The big, set battles are still pre-designed. This is no different than any other edition.
The 4E "rules" are great tools but if you allow yourself to be a slave to them and not look at how they're meant to be used then that's not their fault.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.