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<blockquote data-quote="Herremann the Wise" data-source="post: 5942757" data-attributes="member: 11300"><p>Which makes the most sense in terms of the campaign world:</p><p>* I can't do this action again because I've already done it this encounter.</p><p>* I can't do this action again because I haven't had a short rest since the last time I did it.</p><p>* I can't do this again because I haven't got my opponent where I need him to do it.</p><p></p><p>Now some people don't care about this; some will narrate the third to justify the first or the second; and some people will care that the reason given is also mechanically supported and much prefer the 3rd (and not some unsupported fluff to just say why something happened). In terms of the big picture, the people that are wanting the third option prefer for the mechanics to define the campaign world.</p><p></p><p>There is nothing wrong with any of the three options really, it comes down to a preference of style. When one of them gets excluded though, you have a problem if you are attempting the one tent approach. You need a system that is going to satisfy those who want the power level of "encounter exploits" while at the same time supporting those who want a believable (to them) campaign world.</p><p></p><p>This is an interesting question worth exploring. Essentially, it is "where does the power come from for a character to do things"? A priest needs a connection to a divine entity. A wizard needs to study their spellbook (the classic D&D trope). A druid needs time to meditate. These are all things that take a non-trivial amount of time (they are not readily done in combat).</p><p></p><p>A fighter on the other hand reacts to their circumstances in combat. They might train on a regular basis to keep fit, keep their eye in, to stay sharp but it is not something that overtly affects their encounter to encounter performance. It's not like they can do training for 5 minutes, teleport in and perform at a higher level because of that training. A martialist's training is more organic and ongoing in terms of time. As such, a martialist doesn't exactly "prepare" but consistently train (I think the feat is an excellent way to represent this sort of training that gives access to an ability).</p><p></p><p>However, I think it feasible that you could say the same of a wizard. The Vancian restriction (ala Turjan) is a false one of sorts but for many; this <strong><em>IS </em></strong>D&D. I could imagine however a very similar situation for the wizard as a fighter. They learn their arcane stuff and as long as they can cast the spell (not failing to cast it and certainly not botching the attempt), they cast the spell. They can cast any spell they know at any time, but with the risk of failing or possibly botching (where the wizard suffers one or more of a variety of penalties). I think a similar thing is true of a Druid where they know their stuff but perhaps focus more on rituals than combat magic. With a successfully performed ritual, they can command long lasting supernatural effects.</p><p></p><p>Perhaps the one where the short rest mechanic makes the most sense is the priest, who must establish a connection with their deity. The act of prayer is one neatly in line with the short rest you mention (although I can imagine numerous ways how it could be done outside of even this). The wizard, fighter and druid however sit uncomfortably within the short rest to gain power structure (except of course for regaining hit points or a character's wind). The Vancian system while a reasonable method of restriction for wizards if you like that model makes less sense when applied to non-arcane magical characters.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5942757, member: 11300"] Which makes the most sense in terms of the campaign world: * I can't do this action again because I've already done it this encounter. * I can't do this action again because I haven't had a short rest since the last time I did it. * I can't do this again because I haven't got my opponent where I need him to do it. Now some people don't care about this; some will narrate the third to justify the first or the second; and some people will care that the reason given is also mechanically supported and much prefer the 3rd (and not some unsupported fluff to just say why something happened). In terms of the big picture, the people that are wanting the third option prefer for the mechanics to define the campaign world. There is nothing wrong with any of the three options really, it comes down to a preference of style. When one of them gets excluded though, you have a problem if you are attempting the one tent approach. You need a system that is going to satisfy those who want the power level of "encounter exploits" while at the same time supporting those who want a believable (to them) campaign world. This is an interesting question worth exploring. Essentially, it is "where does the power come from for a character to do things"? A priest needs a connection to a divine entity. A wizard needs to study their spellbook (the classic D&D trope). A druid needs time to meditate. These are all things that take a non-trivial amount of time (they are not readily done in combat). A fighter on the other hand reacts to their circumstances in combat. They might train on a regular basis to keep fit, keep their eye in, to stay sharp but it is not something that overtly affects their encounter to encounter performance. It's not like they can do training for 5 minutes, teleport in and perform at a higher level because of that training. A martialist's training is more organic and ongoing in terms of time. As such, a martialist doesn't exactly "prepare" but consistently train (I think the feat is an excellent way to represent this sort of training that gives access to an ability). However, I think it feasible that you could say the same of a wizard. The Vancian restriction (ala Turjan) is a false one of sorts but for many; this [B][I]IS [/I][/B]D&D. I could imagine however a very similar situation for the wizard as a fighter. They learn their arcane stuff and as long as they can cast the spell (not failing to cast it and certainly not botching the attempt), they cast the spell. They can cast any spell they know at any time, but with the risk of failing or possibly botching (where the wizard suffers one or more of a variety of penalties). I think a similar thing is true of a Druid where they know their stuff but perhaps focus more on rituals than combat magic. With a successfully performed ritual, they can command long lasting supernatural effects. Perhaps the one where the short rest mechanic makes the most sense is the priest, who must establish a connection with their deity. The act of prayer is one neatly in line with the short rest you mention (although I can imagine numerous ways how it could be done outside of even this). The wizard, fighter and druid however sit uncomfortably within the short rest to gain power structure (except of course for regaining hit points or a character's wind). The Vancian system while a reasonable method of restriction for wizards if you like that model makes less sense when applied to non-arcane magical characters. Best Regards Herremann the Wise [/QUOTE]
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