Tony Vargas
Legend
It works in theory - as long as everyone plays their one character, for the whole campaign, including the guy who rolled up an MU who died the first day sitting out the campaign for however many years it lasts - as in, showing up at all the sessions, and saying "I decompose" on his turn.I don't mind this sort of long-term balance at all, and disagree with the "pretty much nonsense" claim.![]()
Short of that, it's prettymuch nonsense.
You don't need 'starter' mechanics or ways to dodge engaging with mechanics, when the designer has resorted to the extremity of designing functional mechanics in the first place. As for 'clear mechanical distinction between classes' - each class had it's own unique set of features and resources, there was rough parity in the number of each, and attempts made to balance them, but they were separate to a degree not seen since AD&D.A simple solution perhaps, but at cost of a bunch of other things not least of which is clear mechanical distinction between classes; and there being no "starter" mechanics-lite or mechanics-absent classes.
Actually, 5e has taken things back beyond the single day, a bit: HD do take a second day to recharge, and there's actual, if kidna sketchy, Downtime rules. It's not the kind of fiddly bookkeeping we enjoyed back in the day, but it's OK for the kiddies, I guess.Also, with everything resetting overnight any sort of long-term resource management went out the window, and 5e has sadly perpetuated this issue.

There's three closely-related threads with all the same folks in 'em, I'm not having much luck keeping them straight.Lan-"finding myself wondering what game-mechanical balance of any kind has to do with worldbuilding"-efan
But, pacing, maybe is part of world building? ::shrug::