The 15 minute work day is only a problem at lower levels in previous editions.
Funnily enough, the only times I ever saw it in 3e were at higher (mid-teens) levels.
Furthermore, these spells must share alotted space with utility and support spells. When a players chooses Tenser's Floating Disk it means they have one less Burning Hands, which in turn shortens the work day.
Agreed. Siloing of abilities in 4e is something of an improvement. (There are other ways of solving this problem, of course.)
At 1st through 3rd level a cleric will quickly burn through their spells, not because they're stupid (which is always the go-to-answer for the counter argument) but because monsters are much deadlier to lower level characters in 1-3e. PC's need instant healing and clerics are the one place to get it.
1) Healing Surges - They allow a party to press onward without relying on the ubiquitous Wand of CLW or Draining the resources of a single party member (i.e. cleric).
Agreed. In 3e, I was going to fix the issue with availability of Clerical healing by use of a custom magic item I called a
wealstone, which would heal 10 hit points per use, and could be used 10 times per day. (It would only heal the user, and require a mental command, so couldn't be used as an anti-undead weapon or on the unconscious Barbarian.) Unfortunately, our recent campaigns haven't got far enough for me to see what impact this would have had.
2) Encounter Powers - Repleneshing medium grade powers allows characters to remain competative after any combat. The replenishment of healing abilities that scale appropriate to the target, rather than the caster, supports this.
I do like per-encounter balancing (with 'an encounter' being defined as the time between two short rests). I'm not at all a fan of mixing per-encounter with per-day balancing.
For the 'big gun' powers, I would have done the following:
1) Allow Wizards (and Clerics, etc) to prepare any six spells at any time. This selection could be swapped during a short rest.
2) Switch to a mana-pool system. (Yes, I know, the notion of D&D going to a mana system is almost heretical.) At the start of an encounter, characters would begin with their mana pool at
half of maximum.
3) Allow a Concentration check (or equivalent) standard action for characters to replenish/expand their current mana.
The 'big gun' spells (and powers) would thus have bigger mana costs, meaning that the Wizard has the tactical choice of either firing off a relatively small spell every round, or spending some time hedging his resources before ending the encounter with his 'big gun'. (Of course, this hits the problem that the character might spend all his time charging up, only to find the encounter is over too soon, or his big gun isn't appropriate.)
The undead guards attacked in full force in a massive battle (they're still 1st level at this point). Dailies were expended, a character had died, and everyone was beat down. I asked the players if they wanted to head back or continue. At first they said they needed to rest up, but after a 5 minute break they got their encounter powers back, spent a few healing surges and were ready to press on.
There's not question that my players would have definately retreated at this point. They might even not have returned to that dungeon.
As the guy playing the Wizard said, "Unlike 3rd Edition, I'll never have to use a crossbow again."
Is the Wizard using his crossbow
really that horrible a notion? I mean, I get that people play the Wizard because they want to be the spell-casting master of arcane lore... but at 1st level they're not there yet, in just the same way that the 1st level Fighter really isn't the legendary weapon-master that his player wants to be playing.