Remathilis
Legend
I already have one, see:
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XXX?

I've seen ALL your movies!

err...

Nevermind.

I already have one, see:
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Tactical modules that give no tactical abilities specific to characters are nearly worthless.
Hated it in pre-3.x D&D that wizards never got more spells for high int. Anyone remembers this time?
The context makes it clear that he meant daily spell slots, as anyone with any experience of both 1E and 3E would know.I take it your DM never saw intelligence table ll (pg 10 in the 1E PHB)?
Your chance to know a given spell improved with higher INT as did the minimum and maximum number of spells you could learn.
So yes you did get more spells for a high INT. Actually more spells not extra slots.
Now that you mention it, I like housing the idea in themes, too.
But the big reason is because wizards have an expectation of their play experience being "limited, but powerful." While warlocks have an expectation of their play experience being "always, but not always powerful." And sorcerers are somewhere in between.
If you don't allow wizards to be "limited, but powerful," then you're taking away one of the fun parts of playing a wizard. A wizard that always has at-will magic spells violates that. A wizard that can opt into having at-will magic (such as via a theme) ain't so bad. . . .
My question is what happens if you want to run a game that is SHORTER than they planned for. Too often I am in the position where I'm NOT having the party do 4 encounters a day. Instead they'll usually crank out one maybe two (typically they are larger but that is really irrelevant) and then rest. That is intentional on their behalf and mine. I don't want to have to push through 4 encounters every (in game) day just to have them use up their powers. This consequently has them have too many powers or too many options for the encounters of their level, with very few ways of balancing it or reducing their strength.So what happens if as a DM I want to run an adventuring day that lasts longer than what you planned for? What if the PCs decided they want to use up resources more quickly that what you planned for?
The more I read random ideas about length of an adventuring day, the more I want infinite resources. When you rest, you regain all your hit points, powers, everything. You're ready for the next encounter. Go! No daily powers. No healing surges. You run through as many encounters as you need to, to get your adventuring day done.
I know, there is supposed to be a resource management game within D&D. But I'm tired of it. I don't want to keep track of it. I just want to adventure, interact with new environments, new NPC's, new foes, I want to save damsels in distress, chase after thieves and brigands, investigate haunted houses, siege castles, lead nations, walk through hell, and kill gods. I don't want to count how many charges are left in my wand, how many arrows are in my quiver, how many surges (fine, hit dice if you must) I have left, how many dailies I have remaining.
What matters to me most, is being in the moment. I don't want to worry about how many times I cast fireball today, and see if I can squeeze out another one when a horde of gibberlings is coming at me. I don't want to worry about standing around, sucking on a healing wand before I run up the stairs of a burning building to save a mother and her child. I don't want to get to the doorstep of the big bad demon, and yell through the door, sorry buddy I'm out of healing, gotta go, I'll fight you tomorrow. I want to Just Do It.
There is also real life time constraints. We might have 3 weeks between sessions. If we're on the same adventuring day, it might mean I'm not going to cast any fireballs today because I cast one last session and I'm out. I've been out for 3 weeks, I WANT to blow something up!
Don't get me wrong, I'm happy to play the resource management game, it's a large part of tactics we use, and I enjoy tactical play, but I'd be happier, if the resources were confined between short rests, rather than extended rests.
I would love it, as long as the character remained functional (no comas please). Your leg might get caught in a bear trap, and you suffer a -1 penalty to speed for the remainder of an adventure, and have disadvantage on ability checks that would require you to use that leg. Or you might suffer rapid onset acute paranoia after facing some illithids, and can't accept assistance from your allies on ability checks because you don't trust them. I'd go so far as to say story based injuries would be fun to deal with.
Hit points are just a combat resource. Injury could be a system of its own. But now, we're gonna hear, "this does not feel like D&D".
I though the biggest reason the spellcasters wanted to go nova was because going nova provided the following (where not going nova didn't):Rodney Thompson said:one of the biggest reasons that spellcasters often burned through their spells very quickly was a desire to always be doing something magical
I'm just curious, are you a DM .. like ever?
Also, being at full power after every fight works for some but it definitely doesn't work for others.
Also, that would effectively mean you could go from killing rats in a cellar to killing Asmodeus all without having a sniffle slow you down.
Also, if your group hates spending time during their precious gameplay time doing the "downtime" stuff then skip it. That is fine, skip it.
Bear traps cause a -1? ONLY?
How does it mend? When does it mend?
A -1 speed penalty. What does that even mean?
Instead of housing such a distinction in Themes, perhaps WotC could house the distinction in sub-classes, thus:
(1) The Arcanist, who gets no At-Wills but does get Ritual Casting;
(2) The Mage, who gets At-Wills and School Specialization but no Rituals; and
(3) The Witch, who gets one At-Will and a Familiar. ("Sound familiar?")
That way, even people who don't use Backgrounds and Themes could still play the type of Wizard they prefer. ("It's an ideal solution!")![]()
Moldvay Basic didn't give you short-rest-only resources, but I think it was intended to deal with your real-life issue. I think that it was intended that at the end of each session the PCs would leave the dungeon. And then returning to home base, and recovering resources with a week or two of rest was taken for granted - next session's play begins back at the dungeon entrance!There is also real life time constraints. We might have 3 weeks between sessions. If we're on the same adventuring day, it might mean I'm not going to cast any fireballs today because I cast one last session and I'm out. I've been out for 3 weeks, I WANT to blow something up!
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I'd be happier, if the resources were confined between short rests, rather than extended rests.
Can't the GM vary the levels of the encounters, and/or their composition. Then the challenge will change even if the PCs are mechanically always the same going in. (This is what I used to do in my Rolemaster game, when the PCs were almost always at full strength going in - because when they got low on resources they would teleport home and rest up!)your resources get lower over the course of the day, and if not, there is no possibility for the DM, to make harder and less hard fights, if you ecpect all resources to recover after every fight.
I don't think that recovery time puts much of a dent in this. Assuming 4 encounters per day, and 12 encounters per level, that's 3 days per level. Let's call it a week to allow for a bit of travel time between rests. You can do the whole game in less than a year of ingame time.Also, that would effectively mean you could go from killing rats in a cellar to killing Asmodeus all without having a sniffle slow you down.