The move away from Vancian spellcasting is IMHO a good thing. It's a sacred cow that needed to die a long time ago.
hong said:Time-sensitive adventures become EASIER to pull off with per-encounter balancing, because the designer/DM no longer needs to worry about the party running out of steam prematurely. They can just insert encounters as deemed suitable for the timetable or setting, without having to deal with artificial game-design issues like not overwhelming the group too early.
Dannyalcatraz said:As for the whole "Lets stop & rest- the mage is out of spells" issue, we don't have that problem any more than we have the "Lets stop & rest- the fighter is out of HPs" issue.
In either case, you can try to stop & rest...but that doesn't mean that the DM, the campaign, and the random encounter table (if there is one) will let you.
Grog said:Yes, exactly.
The 3E game mechanics require the party to rest after every four (CR appropriate) encounters. This means that you can't do a time-sensitive adventure unless it has four encounters or less - in which case, it's not much different from the party's standard adventuring "day," is it?
After playing Perfect Dark Zero, I've been toying with an idea where after each fight, the PCs roll a check of some kind to see how many hit points they get back. If you roll well enough, you get all your hp back (it was just "shock" or minor damage). Otherwise, you carry over some damage to the next fight.But with per-encounter balancing, you have a lot more freedom to design a time-sensitive adventure, because the party can continue even after they've used most of their per-day resources.
The big question in my mind, though, is healing. It's fine for offensive spells and maneuvers and such to refresh on a per-encounter basis, but what about hit points? Without some kind of change to the healing mechanic, the problem of short adventuring days will continue to exist, at least to some degree. I'm interested to see how they'll handle this.
Dannyalcatraz said:Personally, I think that the way Vancian magic forces players to consider resource management is virtually unique in RPGs now, and is part of the essence of the game..
Sun Knight said:I have never had that problem with my games that I have run or played. The party breaks camp, have at least 4 to 5 encounters before midafternoon, they keep going to nightfall to camp. I have never played in a game in which the party needed to camp at 10 am just to replenish spells. Sure, by the end of the day the wizard and the cleric might be running low but that is how it is suppose to happen.
Why are your wizards running out of magic so early in the game day while mine are not?
When the party is out of resources (and 99% of the time, "resources" means hit points and healing magic), they have to stop and rest. There's nothing else they can do. If the DM doesn't let them, all he does is guarantee that they'll suffer a TPK in their next fight, unless he fudges rolls or pulls a deus ex machina to save them.
I'm not sure what other options you think the players have.
Donald: Jaaaack?
Jack: Yeah?
Donald: Time out, OK?
Jack: Time out?
Donald: Time out.
Jack: What do you mean, 'time out?'
Donald: You're not gonna believe this. I was in a hurry when I left the cabin this morning, and, well, silly me, I got the wrong bullets.
Vradna said:*Defined Party Roles
*Per day abilities changed to per encounter
I may be able to think of others, but it is largely a moot point.
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.