I have seen the dynamic change a bit from at will abilities (usually a martial-based class) and daily limited resource pools (usually magic users) to abilities that are encounter-based. Also, those that reset on a separate time schedule then the original format. I have seen both the equity of resources across classes, and asymmetrical distribution as well. Id express the changes as daily focused, encounter focused, and hybrid focused. Daily is obviously older editions up to 3E (although 3E was where some experimentation with breaking the dynamic happened). 4E introduced a hybrid approach of resources, distributing them evenly across classes. 5E kept the hybrid approach, but went back to an asymmetrical distribution. PF2, designed by Paizo has experimented even further with a hybrid approach that appears to uphold the adventuring day dynamic, but actually looks a bit more like an encounter-based game thats veiled in its approach (likely due to legacy considerations of its fanbase).
In general I think the adventure day is a good concept when balancing RPGs and I think a lot about it. The problem I see is that its mostly a solved issue.
There are 2.5 ways to do it:
- The 4E way, where everyone has roughly the same number and power of daily ressources. Now you can have long adventure days, or short ones, but its always balanced between classes.
- And having healing surges so total healing as a daily ressource is brilliant. This makes combats still matter even if you win them easily.
- The 13th age way. You have a completly fixed adventure "arc" (not day). You have always X encounters before a long rest. This allows for having many different asymmetric forms of ressources (and is a lot better example than PF2, which mainly has 2 structures). It even allows casters to decide themselves if they want per encounter or daily ressources!
- As a slight variant of the above (which to some degree PF2 does), you can just have adventurers premade and linear and in them define when people can rest etc. so you can make sure its overall balanced. You then can have shorter and longer adventure days, but as soon as GMs do things on their own balance is no longer guaranteed
I think 5E by introducing another form of rest with the non automatic short rests, it made things just more complicated and harder to balance. I do not think this is a good design in any way. And IF you want to do it, I would more do it like Baldur's gate 3. You can do 2 short rests per day, and not having them time dependant. (Just make them short but limited).
I honestly would like to see some other good solutions to the adventure day "problem" ( just not caring for balance is for me not a solution, thats just bad or at least lazy gamedesign), but all other methods I have seen just fail / are worse than the 2 solutions presented above.
I prefer the 4E method overall, because I dont want to have a need for a specific adventure day in order to balance classes, because GMs will hardly really follow these instructions (having complicated and unrealistic ones like 5E does not help with its 6-8 battles with 2 1-hour short rests).
But I do like having different forms of ressources. Sure 4E still allows this to some degree (no encounter ressources to many encounter ressources, having points per encounter or fixed per encounter abilities (although the first one leads to spamming)), but overall 13th age is just more flexible in class structures.
When I design an encounter (and design is a strong word for the rough outline I throw together) I expect the PCs to go "all in."
Oh most of the tactical modern games do this to some degree! 4E, Beacon, 13th age and also PF2 expect players to go with full health into a combat. Some daily ressources may be missing, but its expected for the players to be in almost perfect condition. And these games do give mechanics to do this in the form of healing surges. (Only PF2 makes it more complicated by expecting free healing, but requiring players to find options to allow this)
One issue I have with the Adventuring Day is the assumption that the 'monsters' will cooperate in letting the PCs rest. Or if the PCs pull back to a safe spot that the monsters won't retake the ground the PC's just vacated. Monsters in this case could be monsters in a dungeon, the Thieves Guild in a city, or the town guard looking for the PCs after a rather destructive bar fight. I think it is fine to let the players sweat sometimes worrying if the rest period will be interrupted and the PCs will have to deal with an encounter with 50% resources left and several main abilities offline.
Well I don't think this is about the monsters, its more about the adventurers. Adventurers will get out of their way to make sure that they can get a good rest when they need it.
Narratively its the players trying to achieve more (not wasting time) when they don't long rest, and when they really can't they make sure to find a save resting place and waste maybe time doing so (going out of the dungeon, paying money for a good tavern etc.)
This works well in 13th age where its less about days and more about arcs, but of course it still needs buyin by players and GM as in narrating this in such a way.
Per-encounter abilities wreck my suspension of disbelief. Per-time-period is Ok, although if they're character abilities I my prefer them to be tied to, or cause, physical fatigue. That's a real thing, which can be thought about and mitigated using experience of the real world, rather than just game rules.
For me this makes a lot of sense, but I have actual experience with martial arts.
Its not uncommon for some trick to only work once in a combat/ you can only surprise an enemy once. Its also not uncommon to only being able to do some specific technique only once because it puts a strain on you and when you are tired chances for it to fail are too big.
Similar runners can only do normally 1 "end sprint" because its straining.
And the "once per encounter" is per time. Its just an easier way to do it. After a combat you take some 5 minute breather. And if you can't do that, then its just the same combat, where in the combat more enemies show up.
This is a lot easier to track than tracking ingame minutes and is not GM dependant, so everyone has the same experience.
The idea of recovering all your hit points after a long rest is ludicrous; if you have these inhuman levels of durability, you need some effort to recover them quickly.
This is just a matter in how you narrate hit points. And if you are in a world with magic, where things are more powerful, it makes sense that also bodies and their ability to recover are stronger.