OK, several responses to track, so I'll try to deal with them point by point. If I sound hostile at all, let me know, as I'm dealing with an external irritant this morning...
JohnSnow said:
You're assuming, as everyone does who's played D&D, that healing can only be limited by limiting the number of "spells per day" that can be cast. Here's a question - if the ONLY per day limited resource was hit points, wouldn't characters still have to be careful?
If hit points were limited, then that would be true, but (1) taking away the role of healer from the cleric would remove a vital role that's been there since the very beginning of the game; it would almost be like taking away the fighter's ability to swing a weapon. (2) having hit points able to run out would defeat the purpose of streamlining to "per encounter" design in the first place, namely that main complain that people don't want to have to stop and rest, because rest is boring. Why stop them for hit points if you're going to keep their spell capacity strong all the time? After all, some of the party won't be as damaged as the others, and ready to keep going, while others will be hanging on a thread and wanting to stop. It's the same problem all over again. (3) In my opinion, having hit points being the only limiting factor is kind of boring in and of itself. Admittedly, I've love it if the only thing my car ever had to stop for was an oil change, and never have to gas up, change tires, check antifreeze, etc.

but it seems kind of vanilla to me, like running an all-fighter game where the only opponents are fighters, too.
I like clerics as more than just healers, but I like them for their healing aspects, too. The fact that they are MORE than healers doesn't mean that I don't want them to be healers, too...
In the case of magical fantasy listed, I would posit that just because you don't have people running out of steam doesn't mean they don't USE steam. Even in black company, spells were draining, but powerful mages didn't use as much energy to cast as others did (the Black Company RPG reflects that pretty well - hell, it takes a high-level mage just to cast a decent fireball spell!) Even if Harry Dresden never runs out, as noted, he DOES complain, and in game terms his player would have enough foresight to hold back a bit of power so that he was never totally out.
To me, a spellcaster who plays it cagy makes for a more interesting story than one who never seems to run out of power, and lobs powerful effects around all day.
I'll also say that I wouldn't mind a spell-point-ish system, but with small pools that regenerate over time. It's not "non-vancian" I don't mind, it's the "you get it back in a minute" that I dislike immensely. People were asking why I assume that all your resources, hit points included, would regenerate? It's because that's the next logical step in game design if everything else regenerates. I'd rather not HAVE to take an enemy down in one shot, because he's going to be fully healed and resourced if he escaped combat for 30 minutes. If I attack the lich/evil cleric/fighter, and I know I've hurt him bad, and he gets away, I want to be able to pursue him, chase him, and finish him off. I don't want to have to go through that again if he gets to safety for a breather. Per day, I can do that if I can; per encounter, he's ready to go, so am I, and we do the same thing all over again.
That's my feeling on it.