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Per-Encounter Powers
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<blockquote data-quote="tlantl" data-source="post: 5937812" data-attributes="member: 55225"><p>I don't see any reason for DMs or players to use short rests in their planing. there needs be no consensus of when to rest or any expectation that one will be needed other than to regain some hit points if a fight leaves them low enough to worry about. </p><p></p><p>I shouldn't need to worry about or even consider writing dungeons around how often or even whether the group will need to replenish powers and I am not going to. I write scenarios that have a certain pace and danger level. I expect that by a certain point no one will have any spells or x/day uses left on items or class features. I also write them so that there is no way to stop to rest to regain spells, and healing is found in their pouches in the form of scrolls and potions. There are no 15 minute work days in my world you use up your daily allotment of spells, charges, or what have you then you do without them until you can safely replenish them.</p><p></p><p>The last thing I want in my games are encounter based powers. I'm not to thrilled with those abominable at will spells that turn players into blasting machines either. To me spell powers are rare, difficult to use, and unreliable at best. I have two versions of the game that provide this, and it looks like there may be a third. </p><p></p><p>This is good, and to me this is D&D.</p><p></p><p>As I see it being a spell caster can make you as powerful as the gods but only for a round or two.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5937812, member: 55225"] I don't see any reason for DMs or players to use short rests in their planing. there needs be no consensus of when to rest or any expectation that one will be needed other than to regain some hit points if a fight leaves them low enough to worry about. I shouldn't need to worry about or even consider writing dungeons around how often or even whether the group will need to replenish powers and I am not going to. I write scenarios that have a certain pace and danger level. I expect that by a certain point no one will have any spells or x/day uses left on items or class features. I also write them so that there is no way to stop to rest to regain spells, and healing is found in their pouches in the form of scrolls and potions. There are no 15 minute work days in my world you use up your daily allotment of spells, charges, or what have you then you do without them until you can safely replenish them. The last thing I want in my games are encounter based powers. I'm not to thrilled with those abominable at will spells that turn players into blasting machines either. To me spell powers are rare, difficult to use, and unreliable at best. I have two versions of the game that provide this, and it looks like there may be a third. This is good, and to me this is D&D. As I see it being a spell caster can make you as powerful as the gods but only for a round or two. [/QUOTE]
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