Hrm...this becomes an interesting difference. I would say the current strain recovery system actually does work, however it differs depending on your stats (considering your total strain is based on your END and INT scores). With my wizard-like unicorn with a high END (10 base, 12 with Alter Phys at Expert) and high INT (9 base, 11 with Alter Phys at Expert), he has 490ish strain at level 18. 10 levels ago, when he didn't have the spell boosting his strain capacity and half the above strain, a good night's sleep was all he needed.TyrannisUmbra wrote:The thing about this is, strain is already a nonfactor, usually. Out of all my groups I've almost never seen a unicorn actually in burnout territory, except for my original unicorn at higher levels. She never actually reached burnout, but she did get within one spellcast of the risk, and even then it was only after casting multiple spells with a strain cost of 30+, along with a Mighty Spell'd 25 strain spell (So 37), in a situation of vastly prolonged activity.
Early on Strain can be a little bit restrictive, but even a halfway decent night's sleep will replenish 100 strain, which is pretty much a complete reset for your first 10 levels, give or take maybe 20 or so strain.
So... I don't think it's solely a problem of recovery.
Plus, if high-level recovery was boosted to be more scaling, then there would be no such thing as burnout, with the way the current mechanics are working.
However, as you get higher in level, I find more and more that you aren't going to have the time to get rested. Of course, the experience with your GM may vary.
[EDIT] In addition, burn out still is a problem. Some spells are extremely useful...but require a lot of strain. Like, say, teleporting your friends around the Wasteland because you find out a bomb is going to go off in 15 minutes and it would take you 20 to get there...