Agreed. "Never" would have got my vote had it been an option.How about never? Using all of your resources should take a significant amount of time. You shouldn't be able to expend them all at once.
once per short rest i think, if i had to pick ONE for everyone it would be by short rests, but i would probably be lowering the bar for how much damage/control/healing/whatever each individual nova gets you,
Remember, the assumption in the first post is that the game would be balanced according to whatever you chose. How? I have no idea, but for the purpose of this discussion we will assume it is, and to the satisfaction of all.Once per encounter. Trying to force resources to last across multiple encounters break any chance of balance in the game.
Not a bad idea either.How about never? Using all of your resources should take a significant amount of time. You shouldn't be able to expend them all at once.
And that's the problem. The game literally cannot be balanced around one recharge for multiple encounters. Because then you cannot avoid the five-minute workday, or whatever new variant pops up. Gamers will wheedle their way into whatever recharge they can to get as much of their resources back as they can before every single fight. That's just what gamers do. Any time period longer than per encounter will inevitably result in the gamers at the table trying to...well...game the system. Hell, even with a per encounter recharge they'll probably try to run away and disengage so they can get a "new encounter" when they re-engage the same enemy.Remember, the assumption in the first post is that the game would be balanced according to whatever you chose.
I don't think it would play out like you hope. Because that requires the gamers at the table to not game the system. That's what gamers do. So they'll hoard their resources until they get to the first fight, nova during that fight, then spend the rest of the session doing whatever they can to not get into another encounter. It might dramatically increase the amount the players actually roleplay, because they'll spend the next three hours roleplaying with every shopkeeper and random NPC they can find...even each other.I ended up changing my vote. I think that assuming the game would be balanced according to my preference, I'd prefer to have all of my character's resources reset at the beginning of each gaming session. Why?
- The five-minute workday goes away. No begging for naps, no DM-imposed time pressure, the story stays on-track because no matter how many times we go back to town, no matter how many midday naps we get, no matter how many snack breaks we take...everyone's resource pools stay the same for the whole night.
- Easier bookkeeping. No recalculating everything several times across the gaming session, no need to drop everything and reset a half-dozen numbers because That One Player begged for a nap, or dragged their feet for 24 game-hours.
- Better cliffhangers and grand finales. Since your resources are all going to reset at the next gaming session, you really have no incentive to hoard them...so as the evening draws to a close, we trigger-happy players will be itching to burn them before we declare the session is over. The final hour of every gaming session will end with a bang.
It's not just a problem, it's a fixation....there are already several threads about balancing rests and resources, and they always end up in the same place. I'm trying to focus on the fun and creative parts.And that's the problem. The game literally cannot be balanced around one recharge for multiple encounters.
Probably not, but I'd sure like to try (if only for the parts you mentioned, that I underlined.)I don't think it would play out like you hope. Because that requires the gamers at the table to not game the system. That's what gamers do. So they'll hoard their resources until they get to the first fight, nova during that fight, then spend the rest of the session doing whatever they can to not get into another encounter. It might dramatically increase the amount the players actually roleplay, because they'll spend the next three hours roleplaying with every shopkeeper and random NPC they can find...even each other.
All far too meta for my liking. The length of the real-world session should have no impact whatsoever on what the characters are doing - or are able to do - in the fiction.Remember, the assumption in the first post is that the game would be balanced according to whatever you chose. How? I have no idea, but for the purpose of this discussion we will assume it is, and to the satisfaction of all.
I ended up changing my vote. I think that assuming the game would be balanced according to my preference, I'd prefer to have all of my character's resources reset at the beginning of each gaming session. Why?
- The five-minute workday goes away. No begging for naps, no DM-imposed time pressure, the story stays on-track because no matter how many times we go back to town, no matter how many midday naps we get, no matter how many snack breaks we take...everyone's resource pools remain unchanged.
- Easier bookkeeping. No recalculating everything several times across the gaming session, no need to drop everything and reset a half-dozen numbers because That One Player begged for a nap or dragged their feet for 24 game-hours.
- Better cliffhangers and grand finales. Since your resources are all going to reset at the next gaming session, you really have no incentive to hoard them...so as the evening draws to a close, we trigger-happy players will be itching to burn them before we declare the session is over. The final hour of every gaming session will end with a bang--if anyone is going to choose the nuclear option, THIS would be the time for it.
My preference would be close to something like the 4e Barbarian.this is something i think is desirable, being able to nova while at the same time not being mechanically able to drop absolutely all your resources in one go, but i picked short rests in the interest of not making your best abilities something you use every battle and diminishing their percieved value as a result