It might be a good idea to recover a daily per milestone anyway. The monsters have a lot of hit points and can probably take it (and would speed up combat by a round or two). You generally want your dailies for the climactic encounter, which means you probably hoard them more than you should. The barbarian is the only one who is encouraged to spend his dailies, because his rage lasts the entire encounter, and I believe he can only have one going at once.
This also might be a horror to some, but I hate spell resource management. I like managing healing surges more because I don't mind if the party retreats because 1 or more of the PC's has gotten the snot beat of them. The party retreating because they've run out of spells or even worse "dailies" seems rather anti-climactic to me.
As for the wider issue of "homogeneousness" I seem to remember all the character builds in 3e being about maximizing outgoing damage and minimizing incoming damage no matter what class you played. I also remember combat as being a lot more static and uninteresting as well. So it plays as less homogeneous to me because the narrative is more varied (in my games anyway) both in combat and out of combat. I'm afraid I can't really mourn differing mechanics and subsystems as long as the narrative needs are met. It would just be too meta for me to care about differing mechanics between weapon and caster classes for resolving attacks. As long as a foe is zapped with a spell or hit with a weapon, I don't care whether the underlying mechanic is the same or not.
In short, I don't appreciate mechanics in and of themselves, I only notice them when they don't work.
This also might be a horror to some, but I hate spell resource management. I like managing healing surges more because I don't mind if the party retreats because 1 or more of the PC's has gotten the snot beat of them. The party retreating because they've run out of spells or even worse "dailies" seems rather anti-climactic to me.
As for the wider issue of "homogeneousness" I seem to remember all the character builds in 3e being about maximizing outgoing damage and minimizing incoming damage no matter what class you played. I also remember combat as being a lot more static and uninteresting as well. So it plays as less homogeneous to me because the narrative is more varied (in my games anyway) both in combat and out of combat. I'm afraid I can't really mourn differing mechanics and subsystems as long as the narrative needs are met. It would just be too meta for me to care about differing mechanics between weapon and caster classes for resolving attacks. As long as a foe is zapped with a spell or hit with a weapon, I don't care whether the underlying mechanic is the same or not.
In short, I don't appreciate mechanics in and of themselves, I only notice them when they don't work.
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