Which creates its own issues and follow ups. Like people would still, potentially, fight about when to take a short rest since it would be a limited resource for the whole party
You can spend ten minutes doing nothing without it being a short rest. I have had people go "I don't need a rest, I'm going to do something else productive" even in 5e.
“Profligate”; guess I can check that one off my “words I’ve never expected to see someone use” list.
Regarding the effect itself, I disagree that it’s a terrible feature, but it’s best applied to resources that have little to no out of combat applications. Encouraging the use of the resource is a feature, not a flaw, as it averts the hoarding instinct of saving the resources until you “really need them”, but I agree that if the refresh is based around combat starting then it might not be the best idea to have something with as much general utility as spell slots refresh like that, at least not as the primary refresh mechanism. Ki, sorcery points, and maneuver dice are all good, as they are primarily meant to be used in the context of combat.
A sorcerer that only uses Metamagic to hit things a slim little bit harder in combat is a bad sorcerer. The best Metamagic options not named Twinned "I get a whole extra spell slot basically for free" Spell are the ones that enhance, improve, and enable utility spellcasting.
A monk that refuses to Step of the Wind to solve traversal problems in the overworld is a monk not utilizing their resources to the fullest. No spellcaster worth their salt can keeo jump known or prepared, but monks get it for free.
Even maneuvers are not a combat-only mechanic - remember, they introduced Skill Check Boost maneuver options in Tasha's Cauldron.
And frankly even if all these things were nothing but lame combat boosters, why should a player be "encouraged" to just blow every single one of them with wild disregard in the very first combat encounter of the day, keeping absolutely nothing in the tank to cover for Unexpected Situations? That's simply playing poorly, regardless of one's opinion of 'hoarding' resources. It's a military truism that whosoever commits their reserves last (generally) wins; keeping something in reserve to cover Sudden Problems should be Adventurer 101.
the resource limit for short rest classes (warlock and monk (plus battlemaster, why not)) seems like it's designed specifically to narrow down how many can be used in one burst rather than how many they have in a day. they just need to drag the "when you roll initiative" refill down to level 5 and test it for those classes. are they balanced around always having one or two slots/points/dice or not? is it fun to always have at least one grenade in every combat?
fix that and then it won't matter how many 15-minute short rests the party takes (during exploration and travel, obvious ticking-clocks are obvious).
"When you have no [X] left, you regain 1 [X] when you roll Initiative" is terrible horrible no-good very bad design. It's only useful if you're grossly wasteful and blow your resources recklessly and without care or forethought - in fact it actively encourages being a profligate waste with your resources since you only benefit from the feature if you blow your load every chance you get regardless of whether it's a good idea or not. It also leaves you out in the cold if you don't roll initiative a dozen times a day and want to use your resources outside of combat to do things like, y'know...avoid unnecessary combat. Or solve noncombat problems. Or do anything but fight, really. IF you get an Initiative recharge, do not make it contingent on burning your resource pool down to nothing - simply regain an expended use, whether you have unexpended uses remaining or not.
so what? i thought the two main reasons for removing short rests was people hording pact slots and people running out of pact slots. pact of the blade especially should always have access to a pre-combat spell. Heightened Metabolism is already an escape valve and people immediately asked for it to be moved to a lower level. "but HM includes a max number of uses!" yes, and so could this feature. why the hell not? we don't even know if "1" is the final max of HM anyway since this is a playtest.
I may be crazy, but, I believe that the rules don't actually need a change in short rests as long as tables are willing to work with their players. Obviously any table can change the length of a short rest at their own whim. But making it clearer would help. Obviously I find the issue with 10 minute short rests is the short rest after every fight.
It's generally easier to balance 'short rest every fight' than any longer interval.
and that's kinda my point. devs have to balance around behavior and give guidance to people everybody else.
and anyway, if 10-minute short rest recovery of of resources (other than hit points) needs a gate, then say it can occur only if you spent (or spend) (tier of play +1) hit-die this rest. you can do it twice at level 4, thrice at level 9, etc. (once at level 5? that's wonky but more elegant math probably exists) there, now the pressure is on. didn't even have to include an option to spend premium gems.
I have to agree that 'recover when you roll initiative' is a bad mechanic. If you really want to do recovery triggered by combat, I'd do recovery at the end of combat, and dependent on the difficulty of the encounter.
and anyway, if 10-minute short rest recovery of of resources (other than hit points) needs a gate, then say it can occur only if you spent (or spend) (tier of play +1) hit-die this rest.
Or you can just go with the Arcane Recovery model -- make everything daily, then give them "N times per day when you take a short rest, you may recover powers X, Y, and Z".
Honestly, I'd be tempted to do that for spell slots as well -- reduce max slots to 1, and then give casters a "recover all slots to level X" and "recover all slots to level Y" daily powers. It helps a lot with reducing nova in a single-fight-per-day situation. It would look something like:
Greater Spell Recovery: once per day when you take a short rest, recover all spells up to level X, where X is the highest level you have 2 spell slots.
Lesser Spell Recovery: once per day when you take a short rest, recover all spells up to level Y, where Y is the highest level you have 3 spell slots.
I have to agree that 'recover when you roll initiative' is a bad mechanic. If you really want to do recovery triggered by combat, I'd do recovery at the end of combat, and dependent on the difficulty of the encounter.
and anyway, if 10-minute short rest recovery of of resources (other than hit points) needs a gate, then say it can occur only if you spent (or spend) (tier of play +1) hit-die this rest.
Or you can just go with the Arcane Recovery model -- make everything daily, then give them "N times per day when you take a short rest, you may recover powers X, Y, and Z".
Difficulty is probably too much of a meta aspect to involve in something like this, and it would not really be intuitive or readily available for review to a player. At the end is an interesting idea, though possibly a bit counterintuitive to the general design philosophy of D&D. Which isn’t an objective issue, more just an observation.
Sure when aggressively raiding a keep you likely wont get a short rest. But most people are not raiding a keep every adventuring day. I highly doubt even you play the game the way you are arguing.
Thing is, raiding a keep occurs pretty often. Almost every time there's a sequence of several fights, it's clearing an enemy base, lair or dwelling of some kind. And the idea that creatures in the next room are completely oblivious to a violent intrusion and won't check on the noise or just walk around the area for an entire hour, doesn't suspend my disbelief enough.
Sure when aggressively raiding a keep you likely wont get a short rest. But most people are not raiding a keep every adventuring day. I highly doubt even you play the game the way you are arguing.
Thing is, raiding a keep occurs pretty often. Almost every time there's a sequence of several fights, it's clearing an enemy base, lair or dwelling of some kind. And the idea that creatures in the next room are completely oblivious to a violent intrusion and won't check on the noise or just walk around the area for an entire hour, doesn't suspend my disbelief enough.
and anyway, if 10-minute short rest recovery of of resources (other than hit points) needs a gate, then say it can occur only if you spent (or spend) (tier of play +1) hit-die this rest.
Or you can just go with the Arcane Recovery model -- make everything daily, then give them "N times per day when you take a short rest, you may recover powers X, Y, and Z".
Honestly, I'd be tempted to do that for spell slots as well -- reduce max slots to 1, and then give casters a "recover all slots to level X" and "recover all slots to level Y" daily powers. It helps a lot with reducing nova in a single-fight-per-day situation. It would look something like:
Greater Spell Recovery: once per day when you take a short rest, recover all spells up to level X, where X is the highest level you have 2 spell slots.
Lesser Spell Recovery: once per day when you take a short rest, recover all spells up to level Y, where Y is the highest level you have 3 spell slots.
i really don't get what's so bad about recovery upon initiative. it's not granting an accumulating pile of resources. if we're worried that adventures league will be ruined by this then let's also say one or two hit-die are discarded for each resource gained in this way. if the dm can't speak up and curb abuse then they can at least suck their blood in combat so they have fewer resources to retrieve resources with.
combine the optional "upon initiative" hit-die drain with the10-minute short rest hit-die spend (dice used as heal or discarded, player choice) and i would feel as a player that i had some real choices to think about.
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“Profligate”; guess I can check that one off my “words I’ve never expected to see someone use” list.
Regarding the effect itself, I disagree that it’s a terrible feature, but it’s best applied to resources that have little to no out of combat applications. Encouraging the use of the resource is a feature, not a flaw, as it averts the hoarding instinct of saving the resources until you “really need them”, but I agree that if the refresh is based around combat starting then it might not be the best idea to have something with as much general utility as spell slots refresh like that, at least not as the primary refresh mechanism. Ki, sorcery points, and maneuver dice are all good, as they are primarily meant to be used in the context of combat.
A sorcerer that only uses Metamagic to hit things a slim little bit harder in combat is a bad sorcerer. The best Metamagic options not named Twinned "I get a whole extra spell slot basically for free" Spell are the ones that enhance, improve, and enable utility spellcasting.
A monk that refuses to Step of the Wind to solve traversal problems in the overworld is a monk not utilizing their resources to the fullest. No spellcaster worth their salt can keeo jump known or prepared, but monks get it for free.
Even maneuvers are not a combat-only mechanic - remember, they introduced Skill Check Boost maneuver options in Tasha's Cauldron.
And frankly even if all these things were nothing but lame combat boosters, why should a player be "encouraged" to just blow every single one of them with wild disregard in the very first combat encounter of the day, keeping absolutely nothing in the tank to cover for Unexpected Situations? That's simply playing poorly, regardless of one's opinion of 'hoarding' resources. It's a military truism that whosoever commits their reserves last (generally) wins; keeping something in reserve to cover Sudden Problems should be Adventurer 101.
Which is why I checked very dissatisfied for every ability that refreshes only if the character is all out if a resource. It's a terrible mechanic that is driven by developer metagaming. Players are hoarding resources so we'll only allow non-long rest recovery if they have absolutely nothing in the tank. Players try to hold something back because they worry that the moment they allow themselves to run out is when the BIG UNEXPECTED MOMENT arrives, and likely one that they could easily solve if they had anything left at all. The devs are missing the point, the payers hold a little back because they are worried about getting caught with NOTHING, so an ability that allows a refresh, but only from NOTHING fails to address, or even begin to understand the psychology behind the issue.
“Profligate”; guess I can check that one off my “words I’ve never expected to see someone use” list.
Regarding the effect itself, I disagree that it’s a terrible feature, but it’s best applied to resources that have little to no out of combat applications. Encouraging the use of the resource is a feature, not a flaw, as it averts the hoarding instinct of saving the resources until you “really need them”, but I agree that if the refresh is based around combat starting then it might not be the best idea to have something with as much general utility as spell slots refresh like that, at least not as the primary refresh mechanism. Ki, sorcery points, and maneuver dice are all good, as they are primarily meant to be used in the context of combat.
A sorcerer that only uses Metamagic to hit things a slim little bit harder in combat is a bad sorcerer. The best Metamagic options not named Twinned "I get a whole extra spell slot basically for free" Spell are the ones that enhance, improve, and enable utility spellcasting.
A monk that refuses to Step of the Wind to solve traversal problems in the overworld is a monk not utilizing their resources to the fullest. No spellcaster worth their salt can keeo jump known or prepared, but monks get it for free.
Even maneuvers are not a combat-only mechanic - remember, they introduced Skill Check Boost maneuver options in Tasha's Cauldron.
And frankly even if all these things were nothing but lame combat boosters,
why should a player be "encouraged" to just blow every single one of them with wild disregard in the very first combat encounter of the day, keeping absolutely nothing in the tank to cover for Unexpected Situations? That's simply playing poorly, regardless of one's opinion of 'hoarding' resources. It's a military truism that whosoever commits their reserves last (generally) wins; keeping something in reserve to cover Sudden Problems should be Adventurer 101.
is that what makes on initiative recovery so bad? enabling welfare ticks? politics?? it's just one resource a combat.
a tightrope walker with a net is not encouraged to take a dive every chance they get, they're emboldened to walk with confidence.
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I suppose is to avoid resource accumulation by minor encounters. If getting less but instead at zero when having any, could go for some minor encounters and get full replenish of your resource, like Sorcery Points, and etc.
IMO what would be better is something like Arcane Recovery, and getting always earlier (Wizard gets it at level 1), or computed by class level (like the mentioned one). An example Sorcery Points are scarce, and have to wait too long to get something for getting some back in the middle of the day.
"If you're empty, you get one back when you fight" is a feature that does nothing if you do not spend your resources foolishly. It's power budget spent on your character for you that you derive no benefit from. It's not a safety net, it's a perverse incentive - a 'reward' for playing poorly. I don't want to be the kind of player that blows my entire stash of sorcery points, ki, maneuver dice, spell slots, whatever on the first fight in a day no matter how trivial that fight is because that's the only way I get my daily refreshes. If it's okay to give someone a resource back on Initiative when they're dead-ass out, then it's okay to give them the same resource back when they've only used one or two. The total number of possible daily uses does not increase when you do so, and the ability actually becomes meaningful for players who are cannier with their resources and actually use them appropriately to a given situation.
"If you're empty, you get one back when you fight" is a feature that does nothing if you do not spend your resources foolishly. It's power budget spent on your character for you that you derive no benefit from. It's not a safety net, it's a perverse incentive - a 'reward' for playing poorly. I don't want to be the kind of player that blows my entire stash of sorcery points, ki, maneuver dice, spell slots, whatever on the first fight in a day no matter how trivial that fight is because that's the only way I get my daily refreshes. If it's okay to give someone a resource back on Initiative when they're dead-ass out, then it's okay to give them the same resource back when they've only used one or two. The total number of possible daily uses does not increase when you do so, and the ability actually becomes meaningful for players who are cannier with their resources and actually use them appropriately to a given situation.
...okay, so you're seeing this feature as returning one resource per encounter and the frustration is that you only get the resource in emergencies? one would be leaving money on the table if one did not wring the life out of every feature, therefore correct play would lead down a destructive path? does that also invalidate the monk's Slow Fall feature if they're not leaping down pits? also, aren't you in both the "6-8 encounters a day" and "short rests breed weakness" camps, both of which would benefit from having a very minor refresh after a handful of battles?
if it's a power budget thing, yeah it might be a ribbon for some but it would be really helpful at early levels. or give the resource every battle regardless of empty tank. i'm not sure where all the hate is coming from. maybe i smell like someone who rolled around in 4e and enjoyed it?
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I'm saying there's no reason to limit the resource regain to JUST those dimwit numbskulls who blow their entire load in the first encounter in a day. If you're willing to give someone back a point of resource every Init roll regardless of whatever else - which is what the feature states because there's no rule against somebody using all their ki/sorcery/maneuvers/whatever-else on being a putz in camp before ten minutes have elapsed in the day - then there's no reason to force the player to be a bad player first. Just say "regain one expended use when you roll Initiative". If the player has no expended uses, they get no recharge. Oh well. But allowing them to regain an expended use regardless of whether they're bum-ass empty or not does not increase the number of total daily uses the feature can provide. It simply makes those provisions more reliable.
Really if you’re moving it up to the front, might as well not have it check how much is left in the tank, now that I think about it. The point of one’s that refresh on empty- which typically come at higher levels- is to help facilitate long sequences of encounters at that tier without having to rely on those devious, unscrupulous, infernal, nasty, no-good, very bad short rests we keep being warned about. If it’s gonna be a front end option, then that’s a different dynamic.
If you have no expended points/uses? You don't get a refresh, because you don't need one.
That way you get the same "encouraged to use your resources" the terrible empty-tank feature is supposedly there for, but you're not encouraged to empty the tank senselessly. It's clean, it's simple, it's easy to explain and understand. There's no reason for the dumb stupid artificial Empty-Tank limiter at all, or for weird 'Phantom Resources' that appear and disappear like songs on the wind at the whim of inscrutable forces of the universe.
If you have no expended points/uses? You don't get a refresh, because you don't need one.
That way you get the same "encouraged to use your resources" the terrible empty-tank feature is supposedly there for, but you're not encouraged to empty the tank senselessly. It's clean, it's simple, it's easy to explain and understand. There's no reason for the dumb stupid artificial Empty-Tank limiter at all, or for weird 'Phantom Resources' that appear and disappear like songs on the wind at the whim of inscrutable forces of the universe.
I want to like these. however, if you "regain x" regularly then aren't you incentivized to spend x in the encounter? using up all of one's resources in one or two battles goes from being bad play to optimized play (and the re-balancing that would draw out).
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You can spend ten minutes doing nothing without it being a short rest. I have had people go "I don't need a rest, I'm going to do something else productive" even in 5e.
A sorcerer that only uses Metamagic to hit things a slim little bit harder in combat is a bad sorcerer. The best Metamagic options not named Twinned "I get a whole extra spell slot basically for free" Spell are the ones that enhance, improve, and enable utility spellcasting.
A monk that refuses to Step of the Wind to solve traversal problems in the overworld is a monk not utilizing their resources to the fullest. No spellcaster worth their salt can keeo jump known or prepared, but monks get it for free.
Even maneuvers are not a combat-only mechanic - remember, they introduced Skill Check Boost maneuver options in Tasha's Cauldron.
And frankly even if all these things were nothing but lame combat boosters, why should a player be "encouraged" to just blow every single one of them with wild disregard in the very first combat encounter of the day, keeping absolutely nothing in the tank to cover for Unexpected Situations? That's simply playing poorly, regardless of one's opinion of 'hoarding' resources. It's a military truism that whosoever commits their reserves last (generally) wins; keeping something in reserve to cover Sudden Problems should be Adventurer 101.
Please do not contact or message me.
so what? i thought the two main reasons for removing short rests was people hording pact slots and people running out of pact slots. pact of the blade especially should always have access to a pre-combat spell. Heightened Metabolism is already an escape valve and people immediately asked for it to be moved to a lower level. "but HM includes a max number of uses!" yes, and so could this feature. why the hell not? we don't even know if "1" is the final max of HM anyway since this is a playtest.
and that's kinda my point. devs have to balance around behavior and give guidance to people everybody else.
and anyway, if 10-minute short rest recovery of of resources (other than hit points) needs a gate, then say it can occur only if you spent (or spend) (tier of play +1) hit-die this rest. you can do it twice at level 4, thrice at level 9, etc. (once at level 5? that's wonky but more elegant math probably exists) there, now the pressure is on. didn't even have to include an option to spend premium gems.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
I have to agree that 'recover when you roll initiative' is a bad mechanic. If you really want to do recovery triggered by combat, I'd do recovery at the end of combat, and dependent on the difficulty of the encounter.
Or you can just go with the Arcane Recovery model -- make everything daily, then give them "N times per day when you take a short rest, you may recover powers X, Y, and Z".
Honestly, I'd be tempted to do that for spell slots as well -- reduce max slots to 1, and then give casters a "recover all slots to level X" and "recover all slots to level Y" daily powers. It helps a lot with reducing nova in a single-fight-per-day situation. It would look something like:
Difficulty is probably too much of a meta aspect to involve in something like this, and it would not really be intuitive or readily available for review to a player. At the end is an interesting idea, though possibly a bit counterintuitive to the general design philosophy of D&D. Which isn’t an objective issue, more just an observation.
Thing is, raiding a keep occurs pretty often. Almost every time there's a sequence of several fights, it's clearing an enemy base, lair or dwelling of some kind. And the idea that creatures in the next room are completely oblivious to a violent intrusion and won't check on the noise or just walk around the area for an entire hour, doesn't suspend my disbelief enough.
Thing is, raiding a keep occurs pretty often. Almost every time there's a sequence of several fights, it's clearing an enemy base, lair or dwelling of some kind. And the idea that creatures in the next room are completely oblivious to a violent intrusion and won't check on the noise or just walk around the area for an entire hour, doesn't suspend my disbelief enough.
i really don't get what's so bad about recovery upon initiative. it's not granting an accumulating pile of resources. if we're worried that adventures league will be ruined by this then let's also say one or two hit-die are discarded for each resource gained in this way. if the dm can't speak up and curb abuse then they can at least suck their blood in combat so they have fewer resources to retrieve resources with.
combine the optional "upon initiative" hit-die drain with the10-minute short rest hit-die spend (dice used as heal or discarded, player choice) and i would feel as a player that i had some real choices to think about.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Which is why I checked very dissatisfied for every ability that refreshes only if the character is all out if a resource. It's a terrible mechanic that is driven by developer metagaming. Players are hoarding resources so we'll only allow non-long rest recovery if they have absolutely nothing in the tank. Players try to hold something back because they worry that the moment they allow themselves to run out is when the BIG UNEXPECTED MOMENT arrives, and likely one that they could easily solve if they had anything left at all. The devs are missing the point, the payers hold a little back because they are worried about getting caught with NOTHING, so an ability that allows a refresh, but only from NOTHING fails to address, or even begin to understand the psychology behind the issue.
is that what makes on initiative recovery so bad? enabling welfare ticks? politics?? it's just one resource a combat.
a tightrope walker with a net is not encouraged to take a dive every chance they get, they're emboldened to walk with confidence.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
I suppose is to avoid resource accumulation by minor encounters. If getting less but instead at zero when having any, could go for some minor encounters and get full replenish of your resource, like Sorcery Points, and etc.
IMO what would be better is something like Arcane Recovery, and getting always earlier (Wizard gets it at level 1), or computed by class level (like the mentioned one). An example Sorcery Points are scarce, and have to wait too long to get something for getting some back in the middle of the day.
Because it means you are actively discouraged from saving resources, which is the whole reason for having daily resources in the first place.
The hecc are you even talking about?
"If you're empty, you get one back when you fight" is a feature that does nothing if you do not spend your resources foolishly. It's power budget spent on your character for you that you derive no benefit from. It's not a safety net, it's a perverse incentive - a 'reward' for playing poorly. I don't want to be the kind of player that blows my entire stash of sorcery points, ki, maneuver dice, spell slots, whatever on the first fight in a day no matter how trivial that fight is because that's the only way I get my daily refreshes. If it's okay to give someone a resource back on Initiative when they're dead-ass out, then it's okay to give them the same resource back when they've only used one or two. The total number of possible daily uses does not increase when you do so, and the ability actually becomes meaningful for players who are cannier with their resources and actually use them appropriately to a given situation.
Please do not contact or message me.
...okay, so you're seeing this feature as returning one resource per encounter and the frustration is that you only get the resource in emergencies? one would be leaving money on the table if one did not wring the life out of every feature, therefore correct play would lead down a destructive path? does that also invalidate the monk's Slow Fall feature if they're not leaping down pits? also, aren't you in both the "6-8 encounters a day" and "short rests breed weakness" camps, both of which would benefit from having a very minor refresh after a handful of battles?
if it's a power budget thing, yeah it might be a ribbon for some but it would be really helpful at early levels. or give the resource every battle regardless of empty tank. i'm not sure where all the hate is coming from. maybe i smell like someone who rolled around in 4e and enjoyed it?
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
I'm saying there's no reason to limit the resource regain to JUST those dimwit numbskulls who blow their entire load in the first encounter in a day. If you're willing to give someone back a point of resource every Init roll regardless of whatever else - which is what the feature states because there's no rule against somebody using all their ki/sorcery/maneuvers/whatever-else on being a putz in camp before ten minutes have elapsed in the day - then there's no reason to force the player to be a bad player first. Just say "regain one expended use when you roll Initiative". If the player has no expended uses, they get no recharge. Oh well. But allowing them to regain an expended use regardless of whether they're bum-ass empty or not does not increase the number of total daily uses the feature can provide. It simply makes those provisions more reliable.
Please do not contact or message me.
Really if you’re moving it up to the front, might as well not have it check how much is left in the tank, now that I think about it. The point of one’s that refresh on empty- which typically come at higher levels- is to help facilitate long sequences of encounters at that tier without having to rely on those devious, unscrupulous, infernal, nasty, no-good, very bad short rests we keep being warned about. If it’s gonna be a front end option, then that’s a different dynamic.
The easy way of doing pretty much all of these would be
You'd want to add an additional limit on sorcery points that are converted to spell slots, but that's not a serious issue.
No, Pantagruel. It's even easier.
"Regain [X] expended points/uses."
If you have no expended points/uses? You don't get a refresh, because you don't need one.
That way you get the same "encouraged to use your resources" the terrible empty-tank feature is supposedly there for, but you're not encouraged to empty the tank senselessly. It's clean, it's simple, it's easy to explain and understand. There's no reason for the dumb stupid artificial Empty-Tank limiter at all, or for weird 'Phantom Resources' that appear and disappear like songs on the wind at the whim of inscrutable forces of the universe.
Please do not contact or message me.
No, that encourages not spending. Regenerating your uses through minor fights is not a desirable feature.
I want to like these. however, if you "regain x" regularly then aren't you incentivized to spend x in the encounter? using up all of one's resources in one or two battles goes from being bad play to optimized play (and the re-balancing that would draw out).
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!