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Per-Encounter Powers
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<blockquote data-quote="Abstruse" data-source="post: 5939855" data-attributes="member: 6669048"><p>You're forgetting one big resource here: Hit Points. The difference between at-will only and at-will + encounter (with no dailies) is negligible and when HP refresh is what will swing that from an encounter-based design to a <em>turn</em>-based design. If HP refresh at the end of the encounter (either just refreshing or through healing surges), then both of those two will be encounter-based. If the former is structured so that HP refresh at the end of each turn, then the former will be a turn-based design. Which frankly I don't even want to begin trying to break down.</p><p></p><p>If you're trying to talk about the rogue and fighter classes (which may be where the confusion comes from on my part trying to re-re-re-explain the same thing), then their at-will abilities don't outweigh the fact that they have two big daily resources - hit points and hit dice. For wizards and clerics, they have at-will abilities as well but also have those two daily resources plus spells (with the cleric having an X-per-day channel divinity as well). The reason why I'm discounting those at-will resources is because they don't affect how the game plays in this particular matter. They're resources that are never depleted.</p><p></p><p>If you add in a few mechanics that refresh at the end of every encounter or after a short rest (it's the same thing just different wording, at least how I'm using the terms), then it's still going to be a daily-based game because the bulk of character resources are still only refreshed at the end of the day - HP, HD, spells, and channel divinity. But the more encounter powers you add to the game, the more you're going to shift that balance. At some point, the balance will shift entirely and it will be encounter-based again as the resources that refresh daily (and thus are used up more slowly over the adventure) are going to be less important than the ones that refresh at the end of each short rest. And at that point you lose a lot of flexibility in how a DM can write an adventure that's both interesting and challenging.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 5939855, member: 6669048"] You're forgetting one big resource here: Hit Points. The difference between at-will only and at-will + encounter (with no dailies) is negligible and when HP refresh is what will swing that from an encounter-based design to a [I]turn[/I]-based design. If HP refresh at the end of the encounter (either just refreshing or through healing surges), then both of those two will be encounter-based. If the former is structured so that HP refresh at the end of each turn, then the former will be a turn-based design. Which frankly I don't even want to begin trying to break down. If you're trying to talk about the rogue and fighter classes (which may be where the confusion comes from on my part trying to re-re-re-explain the same thing), then their at-will abilities don't outweigh the fact that they have two big daily resources - hit points and hit dice. For wizards and clerics, they have at-will abilities as well but also have those two daily resources plus spells (with the cleric having an X-per-day channel divinity as well). The reason why I'm discounting those at-will resources is because they don't affect how the game plays in this particular matter. They're resources that are never depleted. If you add in a few mechanics that refresh at the end of every encounter or after a short rest (it's the same thing just different wording, at least how I'm using the terms), then it's still going to be a daily-based game because the bulk of character resources are still only refreshed at the end of the day - HP, HD, spells, and channel divinity. But the more encounter powers you add to the game, the more you're going to shift that balance. At some point, the balance will shift entirely and it will be encounter-based again as the resources that refresh daily (and thus are used up more slowly over the adventure) are going to be less important than the ones that refresh at the end of each short rest. And at that point you lose a lot of flexibility in how a DM can write an adventure that's both interesting and challenging. [/QUOTE]
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