Ahem...
Spell points don't need to have anything to do with rest, they don't over here.
But that's what spellpoints essentially are, a magical fatigue system.
Spell points don't need to have anything to do with rest, they don't over here.
Yes. The problem there is that they are only a magical fatigue system.
Quite a lot of possibilities. If we're solely concerned with eliminating the 15MWD symptom, eliminating Vancian as part of eliminating hard-coded daily resources would be a way to accomplish that. Casters could work like the Warmage, for instance, having fewer and less wildly powerful spells that they can cast with no particular limit. Or, the game could be encounter-based, with resources refreshing after each each encounter regardless of the campaign's pacing. Or...Ok, so "Remove Vancian Casting" is another option. If we're to do that, what module could we put in its place?
The core problem, IMHO, is the arbitrary choice of the 'day' as a recharge cycle. That makes deciding to stop and re-arm a long process that can seem out of place in many campaigns and stories, and a lot less than 'heroic.' OTOH, a 'day' can seem like too short a time to recover from really severe injuries - that's a flip side of the issue.Alternatively, what ABOUT vancian casting is problematic...perhaps we can modify that aspect of it (as I"ve mentioned earlier by varying the availablility of spells or the rate of recharge) in some way to discourage the 15mad or encourage the full adventuring day.
It's definitely not fine - personal preferences aside, if for no other reason than that it abandons 5e's mandate to be 'inclusive' by spelling out a 'one right way to play.'As it stands, WotC is doing the same "add advice, but not mechanics" to work on the 15mad. That may be fine for some and not for others.
Unless the that's a very low percentage roll, that's a pretty frenetically dangerous world you've got there.You misunderstand. I don't set assassins on the pcs juust because they chose to rest. I roll for wandering monsters every two turns (20 minutes) in a dungeon and every hour or two (depending on location) outdoors. These rolls happen whether or not the pcs rest. I'm not twisting anything.
Yes. Rolemaster has big issues with the 15-minute day for just this reason.It isn't an issue with Vancian casting, specifically - you'd have the same issue with any resource that you can spend quickly and regained upon rest (like, say, a spell-point mechanic).
As I said in another thread, I don't think this is necessarily true. If resources are recharged on a short rest/per encounter cycle, then you can have a (tactical) resource management game without generating the 15 minute day (this is mostly how 4e plays in my experience, at least until surges get low). You can also have non-rechargeable resources (in RQ that is some forms of spellcasting; in D&D, that would be potions, scrolls etc) which only generate an incentive to run/rest if they can be reliable replaced - and that is more doubtful, and more easily made doubtful as a feature of world and scenario design, than recovering resources via resting.The only way to never favor a "fast & furious, then run" approach is to have no resources to spend.
Unless the that's a very low percentage roll, that's a pretty frenetically dangerous world you've got there.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.