This is a concept I just don't like. People don't just forget how to do things so they can do new things.
I playtested the cover rules(page 40/41) tonight, and they worked fine. However my group agreed to use a simpler version as a house rule.
anthony Valente wrote:
My List would be, in priority order.1. Magic item dependacy (christmas tree effect)
2. High level DMing problems. I won't DM 3.5 past 10th level, its way too much hard work and no fun.
3. 15 minute adventuring day.
4. Low levels spells are mostly wasted at higher levels.
5. Setting portability. By this I mean the ease with you can run a different setting with minimal rule change.
For me the 15 minute day can be a problem. Its sometimes more of a problem if players don't use their resources wisely. But even then it still happens. I've DM'd a number of adventures, which have been great, and players are being challenged, having fun, and they have to retreat because they are short of something HP or spells etc.