I'm A Banana
Potassium-Rich
Mudstrum Ridcully said:I would say picking spells was part of the fun and challenge. Especially in 3E, you didn't really have to "guess" that much (that's more a problem of earlier editions I guess, though I tend to think 4E might have that one too for Wizards). The "fun" was had in optimzing your spell selection: "Who memorizes Dispel magic?" "Okay, we need a Bulls Strength for the Cleric, the Fighter and the Rogue." "We need 3 Resist Energy Spells at least." "Okay, than we need Fireball, Scorching Ray, Magic Missile". (At higher levels, you might pick more save or death spells.)
Of course all this management also created playability issues - and I don't miss it.
So, like with a lot of aspects of the game, it's safe to say that some people found it fun, and others did not ("blah blah blah I want to blow stuff up with fire!"). Assuming that it was fun lead to the powers system that we see -- everyone is Vancian, and every class as a huge wall of powers that have overwhelmingly similar mechanics with slight (but important) variations. That is not fun for everyone.

And yet, it always seemed that the best route was to go the "boring" route. Just pick Weapon Focus and all its related follow-ups. Improved Trip was a good choice, I guess, and _maybe_ Improved Grapple if you expected to fight against humanoid (especially spellcasters).
And if you didn't play a Fighter, but any other weapon guy, your options are pathetic.
That's fair enough, but I don't think it's safe to assume that anyone (especially new players unfamiliar with RPGs) really want to go through the experience of sorting through elventy-million options just so that they can kick butt. Character creation (and power selection) is one of the HUGE barriers to entry that D&D has: the options and rules are overwhelming. For D&D to be an accessible game, character creation needs to boil down to "two choices and go" or something like that.
Are you certain? Your own game experience suggests that it doesn't work that well for you, if you always end the adventuring day after 2 encounters. (Why, oh why, do you not use that last action point in a third encounter?! )
Or do you want "slower" attrition? (Because you can run through your characters dailies pretty fast?)
2 encounters is a good session.

There's basically two directions I could see being fun to take:
#1: Embrace the "long combat" idea fully and only have 2 encounters, but increase the healing surge attrition so that it feels really like they are being drained of resources.
#2: Emrbace the attrition idea fully and speed up combats so that they can knock through it in 5 minutes and move on to the rest of the plot. If they HAVE to rest to recover before a big combat, they'll feel the burn.
It doesn't make sense for a new player to see that what made his character unique being gone after one fight, while the rest of the party can still do their shtick. Maybe it does make sense from a game world perspective, but it doesn't make sense from a play perspective. And worse, he might think that he should use his Quarterstaff and wade into melee - since everyone knows Wizards wield Staffs, right? - and find out that this is way too dangerous for him and he should stick to Crossbows and suck up that -4 penalty for shooting into melee.
That's pretty fair, but in a low-magic game, there should probably be other ways of making your character unique aside from magic.
