"RPG Codex" is arguing against "player's experience" in favor of their "expectation" so no, they aren't.
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Sawyer's already deadset on trying the spells-recharge-between-battles-via-cooldown idea, and if it doesn't make it in it'll be because it sucked, not because several dozen people told him they hate cooldowns.
Somekind of spells-recharge-between-battles-via-cooldown can work, as someone said in the PE forums said it could work as "One charge recharges every 10 minutes" what can actually work without giving players chance of spamming the spells.
It can't work, cooldown systems are inherently shit and I played at least half a dozen of MMOs with them that basically ruined their chances at becoming great since they copied the mechanics 1:1 from the "great" shining example WoW, they even have cooldowns that take 60 minutes or hours and it's just tedious and rarely really tactical.
Quick cooldowns degrade into identifying the best spell rotation to do the maximum amount of DPS and players will likely repeatedly spam it over and over with a lot of spells that would be used tactically if they were limited to a set amount of charges being ignored.
I'm still waiting for someone, ANYONE to tell me a single game where cooldown worked out well for the combat system or tactically or why they believe that Obsidian of all people (remember Alpha Protocols combat system, or some of the mechanics in NWN2 including the "hunger meter" in MoTB or some of the new systems in SoZ, and even their latest game Dungeon Siege III that kinda worked for shit as an ARPG) would be the ones to solve this problem and do a cooldown system that properly "works" all of a sudden? They never were really good at game mechanics and a lot better at story, why start from the basis of making inherently broken game mechanics better?