Spell Resource Types As most know they are attempting to give each class a unique resource rather than just giving each mana. I really like this idea as mana seemed to only limit low level characters as it was plentiful late game. Changing core game mechanics for each character is daring and I think it will work well in this case. The barbarian fury system is obvious and seems like it should work well. A barb should not have to stand to the side and wait for mana to regenerate, but rather gain powers through combat. They went from the 3 bulb stop light fury indicator to a pool system, very close to rage in WoW. I can not think of a better way to do this but I wish there was one. The witch doctor makes some sense to have mana. He is not the constant caster like the wizard and does have some transient summons. Also, as someone else mentioned on a different thread mana fits with witch doctor because he is similar to a shaman, sorta with spirit/death/nature magic, which is the origin of the word. Sha'mana' is what I think of. The wizard may have some form of instability but they did say that they changed their minds so who knows. It may be a minor tweek, like what happens when the wizard 'overheats', or they may be starting anew. I like the idea of magic being dangerous and with consequences. If you cast too fast you get stunned, or silenced, or health damage? I would prefer actually being damaged but I can see people being upset with that. It would be cool to be in a battle where you sacrifice some of your life just so you can keep casting. Obviously need to be some visual signifier, beyond the bulb in corner, so you could tell that you were overheating. Any ideas for what the monk should use? Blizzard said somewhere that the resource system is fitting for a holy warrior. I am not sure what that means. I think he will have something more than just a combo system as he is said to have some form of auras and maybe buffs. The 5th character is still unknown but I posted a bard idea recently that included a resource called concentration. http://diablo.incgamers.com/forums/showthread.php?t=713654&page=4 "Different abilities, such as song auras, and charm, would reduce total concentration when active. This is similar to how dragon age handles some spells, reducing maximum mana so the spell is constantly active. The bard could charm several creatures but doing so would reduce concentration, creating a cap for number of minions. Song auras could also reduce concentration so these would have to be weighed against eachother. It may even be possible to sing more than one song at once, given enough concentration. The remaining concentration pool could act like normal mana for regular abilities, such as a magic attack. Possibly including illusion spells?" There may be no bard but I think a resource similar to this concentration could work very well. Perhaps the monk system is similar to this already, allowing for stacked auras but limiting the pool for special attacks. Other possibilities include a resource similar to energy from WoW. I do not think they will use that as it seems too simple and does not create very unique gameplay compared to mana. (Long post...) What do the rest of you think? Any ideas for other interesting resource systems?