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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 3775152" data-attributes="member: 23094"><p>I disagree.</p><p></p><p>One of the major contributing factors to the short adventuring day is that, for some classes, the "power curve" is too steep (I've posted some notional charts to this effect in this or another thread, and will drag them out again if necessary).</p><p></p><p>The power of the wizard and the cleric is almost entirely based on their per-day resources (and, specifically, their top-end resources). The cleric is a little better off here because, once he's out of spells, he's still got a d8 HD, medium BAB, and armor.</p><p></p><p>There are, thus, two competing goals: 1) have on-hand the resources to affect an encounter at the right moment, and 2) meaningfully affect each encounter. I'm fairly certain that saying, for those players who choose to play wizard characters, "meaningfully affect each encounter" usually involves some variation on "cast spells to meaningfully affect each encounter." Otherwise, they'd be playing a different sort of character.</p><p></p><p>If you are expending your resources to affect the game environment, you are moving down that power curve. As I mentioned previously (and with which I don't think you disagree), a wizard spends his per-day resources faster than, say, a fighter (whose only per-day resources are his hit points and, by extension, the cleric's spells). Accordingly, at the end of a combat in which both parties have expended a certain percentage of per-day resources, the wizard and cleric are comparatively worse off than the fighter.</p><p></p><p>In other words, the wizards' and clerics' ability to meaningfully impact the next encounter utilizing their own particular idiom is diminished, while the fighter's is generally not.</p><p></p><p>Assuming the party is friendly towards each other, and that there is no particular time pressure preventing it, you are going to reach the point at which the wizards' and clerics' lack of resources causes everyone to stop for the day. And, because of these classes' near total reliance on per-day resources, that will happen after comparatively few actual rounds of expending those resources (or, in other words, a wizard can "go nova" and expend the vast majority of per-day resources over the course of 10 rounds of combat or so).</p><p></p><p>Therefore, one can logically conclude that one of the driving factors of the short adventuring day is not "We're all hosed an need to rest," but "I, the wizard, can only do cool things for a short period of time before I have to rest for a long period of time."</p><p></p><p>After that short period of time, the wizard's character is at "40%" of max power, and the fighter's character is still at "90%" power. The wizard crashes much, much faster than the figher.</p><p></p><p>Per-Encounter resources change that paradigm because the wizard no longer crashes as quickly. There is no longer a hard limit on the number of rounds in which the wizard can do cool things before resting for a long time; instead, there's a limit on the number of cool things you can do before resting for a short time.</p><p></p><p>It changes the 9:00-9:15 adventuring day into the 9:00-9:10, 9:45-10:15, 10:20-11:35, etc., adventuring day.</p><p></p><p>EDIT:</p><p></p><p>Now, if you want to argue that changing to a per-encounter scheme <strong>alone</strong> will not <strong>mandate</strong> the removal the 9:00-9:15 adventuring day, I'll probably agree with you. What it will do, however, by softening the power curve, is remove one of the major impediments to the 9:00-5:00 adventuring day.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 3775152, member: 23094"] I disagree. One of the major contributing factors to the short adventuring day is that, for some classes, the "power curve" is too steep (I've posted some notional charts to this effect in this or another thread, and will drag them out again if necessary). The power of the wizard and the cleric is almost entirely based on their per-day resources (and, specifically, their top-end resources). The cleric is a little better off here because, once he's out of spells, he's still got a d8 HD, medium BAB, and armor. There are, thus, two competing goals: 1) have on-hand the resources to affect an encounter at the right moment, and 2) meaningfully affect each encounter. I'm fairly certain that saying, for those players who choose to play wizard characters, "meaningfully affect each encounter" usually involves some variation on "cast spells to meaningfully affect each encounter." Otherwise, they'd be playing a different sort of character. If you are expending your resources to affect the game environment, you are moving down that power curve. As I mentioned previously (and with which I don't think you disagree), a wizard spends his per-day resources faster than, say, a fighter (whose only per-day resources are his hit points and, by extension, the cleric's spells). Accordingly, at the end of a combat in which both parties have expended a certain percentage of per-day resources, the wizard and cleric are comparatively worse off than the fighter. In other words, the wizards' and clerics' ability to meaningfully impact the next encounter utilizing their own particular idiom is diminished, while the fighter's is generally not. Assuming the party is friendly towards each other, and that there is no particular time pressure preventing it, you are going to reach the point at which the wizards' and clerics' lack of resources causes everyone to stop for the day. And, because of these classes' near total reliance on per-day resources, that will happen after comparatively few actual rounds of expending those resources (or, in other words, a wizard can "go nova" and expend the vast majority of per-day resources over the course of 10 rounds of combat or so). Therefore, one can logically conclude that one of the driving factors of the short adventuring day is not "We're all hosed an need to rest," but "I, the wizard, can only do cool things for a short period of time before I have to rest for a long period of time." After that short period of time, the wizard's character is at "40%" of max power, and the fighter's character is still at "90%" power. The wizard crashes much, much faster than the figher. Per-Encounter resources change that paradigm because the wizard no longer crashes as quickly. There is no longer a hard limit on the number of rounds in which the wizard can do cool things before resting for a long time; instead, there's a limit on the number of cool things you can do before resting for a short time. It changes the 9:00-9:15 adventuring day into the 9:00-9:10, 9:45-10:15, 10:20-11:35, etc., adventuring day. EDIT: Now, if you want to argue that changing to a per-encounter scheme [b]alone[/b] will not [b]mandate[/b] the removal the 9:00-9:15 adventuring day, I'll probably agree with you. What it will do, however, by softening the power curve, is remove one of the major impediments to the 9:00-5:00 adventuring day. [/QUOTE]
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