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<blockquote data-quote="Jackelope King" data-source="post: 3785225" data-attributes="member: 31454"><p>Yes we will. Not enough information for anything definitive.</p><p></p><p></p><p>I'm saying that under the current per-day system, the game rewards players who know how to tip the scales towards their spellcasters by limiting themselves to the smallest number of encounters in a row possible, so that they can approach each encounter at full-power. Remember that in 3e, they're essentially given a goodie bag of spells and are told, "Now these need to last you all day through about four encounters, so be smart when you use them!"</p><p></p><p>So what does a crafty caster do? Use the bag as if there's only one encounter and then go rest and recover right away. Once he discovers that it is indeed possible for a spellcaster to regulate the encounters a party faces in a day, they discover that they can essentially control the button that resets their spells. So rather than use that goodie bag that was meant to be spread out over about four encounters, the spellcaster uses all the best stuff in the first one, goes off to rest, and then repeats later.</p><p></p><p>On the other hand, if the designers make it so that goodie bag is only good for one encounter, now the spellcaster is in-line with the other non-casters. The spellcaster can't "go nova" anymore by "borrowing" spells that were slated to be used in later encounters, because his resources are no longer alloted that way. Now the focus is on the only encounter that is garunteed to happen, and the spellcaster really can't abuse the system anymore to always go in with nova tactics.</p><p></p><p></p><p>It's not bad if they look towards long-term ramifications. But it is bad if the system forces you to do that at the expense of enjoying the current (garunteed) encounter. Indeed, it would be just as inaccurate for me to muse, "<em>I consider spellcasters thinking tactically towards winning the current encounter to be a good thing, that enhances the game experience. Obviously we differ here.</em>"</p><p></p><p>I enjoy the long-term planning. What I don't enjoy is when the system makes it more difficult to enjoy what encounters you <em>are</em> facing because you have to save resources or be absolutely slaughtered in some later battle that may never come, so you're forced to sit out of the current one to "be prepared".</p><p></p><p>Put another way, there's nothing wrong with being prepared and always keeping a first-aid kit handy and staying on your guard, but you might want to start questioning the wisdom of hoarding all your resources and flinging pebbles at the enemy just so you'll still have bullets in case "THEY" come around the corner before you start making tin-foil hats for yourself <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3785225, member: 31454"] Yes we will. Not enough information for anything definitive. I'm saying that under the current per-day system, the game rewards players who know how to tip the scales towards their spellcasters by limiting themselves to the smallest number of encounters in a row possible, so that they can approach each encounter at full-power. Remember that in 3e, they're essentially given a goodie bag of spells and are told, "Now these need to last you all day through about four encounters, so be smart when you use them!" So what does a crafty caster do? Use the bag as if there's only one encounter and then go rest and recover right away. Once he discovers that it is indeed possible for a spellcaster to regulate the encounters a party faces in a day, they discover that they can essentially control the button that resets their spells. So rather than use that goodie bag that was meant to be spread out over about four encounters, the spellcaster uses all the best stuff in the first one, goes off to rest, and then repeats later. On the other hand, if the designers make it so that goodie bag is only good for one encounter, now the spellcaster is in-line with the other non-casters. The spellcaster can't "go nova" anymore by "borrowing" spells that were slated to be used in later encounters, because his resources are no longer alloted that way. Now the focus is on the only encounter that is garunteed to happen, and the spellcaster really can't abuse the system anymore to always go in with nova tactics. It's not bad if they look towards long-term ramifications. But it is bad if the system forces you to do that at the expense of enjoying the current (garunteed) encounter. Indeed, it would be just as inaccurate for me to muse, "[i]I consider spellcasters thinking tactically towards winning the current encounter to be a good thing, that enhances the game experience. Obviously we differ here.[/i]" I enjoy the long-term planning. What I don't enjoy is when the system makes it more difficult to enjoy what encounters you [i]are[/i] facing because you have to save resources or be absolutely slaughtered in some later battle that may never come, so you're forced to sit out of the current one to "be prepared". Put another way, there's nothing wrong with being prepared and always keeping a first-aid kit handy and staying on your guard, but you might want to start questioning the wisdom of hoarding all your resources and flinging pebbles at the enemy just so you'll still have bullets in case "THEY" come around the corner before you start making tin-foil hats for yourself ;) [/QUOTE]
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