It's struck me recently whilst reading all of the D&D 4th Edition News and tidbits that have trickled out over the last few months - 4th Edition puts the players at the centre of the story in a way that 3rd Edition never did
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Sounds good. However, I think you might have overlooked one possible contributory factor to the "rest to recover" approach - computer games ... the old "stand and pant, and you regain health if everyone else stops hitting you for a while" effect. But yes, it does make sense from a character/gaming point of view, and could make for some interesting team tactics, where everyone allows the phearsome phighter to take a time out to heal, fighting defensively around him, until he gets his Second Wind and lays out the other half of the enemy ...
It leads to a more Feng Shui model of gaming, where you can be more heroic and worry less about the next fight - subject to getting the chance to rest between scenes ...
Absolutey. A very useful and important shift, in my mind.
Also, with wizards being able to cast spells every round (indeed, At Will) there is less of a chance that everyone will have to stop once the Wizard/Cleric/Druid has "run out".
It leads to a more Feng Shui model of gaming, where you can be more heroic and worry less about the next fight - subject to getting the chance to rest between scenes ...
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Also, with wizards being able to cast spells every round (indeed, At Will) there is less of a chance that everyone will have to stop once the Wizard/Cleric/Druid has "run out".
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That's a major paradigm shift ...
"Quick, wait five hours!" "Why?" "We need to reload this mage!"
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*TWANG*
Cleric: OUCH!
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I'm glad I never have to go back to that.
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Of course, this now means that we have to hope that high level Fighters are as much fun as high level Spellcasters...
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