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<blockquote data-quote="Hussar" data-source="post: 4010215" data-attributes="member: 22779"><p>The problem is, it's not the wizard who's run out of spells, it's the cleric. Because Fighters and Rogues are most certainly not "non-resource management characters". They have limited hit points and no way to regain them other than healers. So, if the wizard sits back and saves his spells, then the fighter and rogue take more hits because the fight lasts longer and the cleric runs out of healing that much faster.</p><p></p><p>And we're right back to the 15 minute adventuring day.</p><p></p><p>And, you get multiple situations where the caster reserves his spells and then never uses them. He might need them later. But, he doesn't know. So, he never casts them at all. </p><p></p><p>What's the point of having an ability that's never used?</p><p></p><p></p><p></p><p>The problem is, the fightery type can't always be awesome. He runs out of hit points. And, at high levels, the fightery type just can't keep up without the wizard and cleric buffing the crap out of him because the bad guys can kill him in one round of full attacks.</p><p></p><p>To have greatest efficiency requires knowledge of the future. You have to know the best time to cast your spells in order to achieve greater efficiency. However, you can never actually do that. So, you actually reduce efficiency because you're constantly guessing as to whether or not you need to use this resource now or later. Either you use it too early or you use it too late. It's only through luck that you would actualy use it at the right moment.</p><p></p><p></p><p></p><p>This is untrue.</p><p></p><p>For one, per day resources are still in the game. So, you cannot state that we can be awesome all the time.</p><p></p><p>The "operational" character has never, ever worked in the game. 30 years of gaming has proven that. </p><p></p><p>Look at it this way. Look at your last campaign. How many times did your PC's adventure until they used EVERY per day resource? Once? Twice? How many times did they rest as soon as the cleric ran out of healing? Did the cleric only run out of healing after the wizard ran out of spells? How often did all your per day casters run out of all of their spells at exactly the same time?</p><p></p><p>I'm guessing the number of times any of those are true is absolutely dwarfed by the number of times it isn't true. </p><p></p><p>Thus, per day resources never really did what you claimed. It doesn't help tactical play because tactical play requires more information than the players and certainly the PC's should have access to. At no point do the players know how many encounters they have to face before they are finished with the adventure. Without that knowledge, there is simply no way to make per day resources efficient. You either run out of gas before the finish line or you end the race with a full tank. </p><p></p><p>Per encounter resources gives you an extra level of granularity. You can plan your expenditure of resources based on the given situation, which you have knowledge of, not any guessed at possible future. Do you use this or that ability? If I use X, and the situation changes, I might have a problem, so, maybe it's better to use Y. If I'm really in a jam, I'll blow my per day resource - like a sudden maximize for example - and save the day.</p><p></p><p>If you really want to learn how per encounter resources work at the table, try to play with Bo9S and the reserve feats. Then you'll see that this is not the doom and gloom of the game that you're predicting.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4010215, member: 22779"] The problem is, it's not the wizard who's run out of spells, it's the cleric. Because Fighters and Rogues are most certainly not "non-resource management characters". They have limited hit points and no way to regain them other than healers. So, if the wizard sits back and saves his spells, then the fighter and rogue take more hits because the fight lasts longer and the cleric runs out of healing that much faster. And we're right back to the 15 minute adventuring day. And, you get multiple situations where the caster reserves his spells and then never uses them. He might need them later. But, he doesn't know. So, he never casts them at all. What's the point of having an ability that's never used? The problem is, the fightery type can't always be awesome. He runs out of hit points. And, at high levels, the fightery type just can't keep up without the wizard and cleric buffing the crap out of him because the bad guys can kill him in one round of full attacks. To have greatest efficiency requires knowledge of the future. You have to know the best time to cast your spells in order to achieve greater efficiency. However, you can never actually do that. So, you actually reduce efficiency because you're constantly guessing as to whether or not you need to use this resource now or later. Either you use it too early or you use it too late. It's only through luck that you would actualy use it at the right moment. This is untrue. For one, per day resources are still in the game. So, you cannot state that we can be awesome all the time. The "operational" character has never, ever worked in the game. 30 years of gaming has proven that. Look at it this way. Look at your last campaign. How many times did your PC's adventure until they used EVERY per day resource? Once? Twice? How many times did they rest as soon as the cleric ran out of healing? Did the cleric only run out of healing after the wizard ran out of spells? How often did all your per day casters run out of all of their spells at exactly the same time? I'm guessing the number of times any of those are true is absolutely dwarfed by the number of times it isn't true. Thus, per day resources never really did what you claimed. It doesn't help tactical play because tactical play requires more information than the players and certainly the PC's should have access to. At no point do the players know how many encounters they have to face before they are finished with the adventure. Without that knowledge, there is simply no way to make per day resources efficient. You either run out of gas before the finish line or you end the race with a full tank. Per encounter resources gives you an extra level of granularity. You can plan your expenditure of resources based on the given situation, which you have knowledge of, not any guessed at possible future. Do you use this or that ability? If I use X, and the situation changes, I might have a problem, so, maybe it's better to use Y. If I'm really in a jam, I'll blow my per day resource - like a sudden maximize for example - and save the day. If you really want to learn how per encounter resources work at the table, try to play with Bo9S and the reserve feats. Then you'll see that this is not the doom and gloom of the game that you're predicting. [/QUOTE]
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