Quoting Darkodinplus,
reply 19
... I agree essence should be based on a stat but I lack sufficient information to decided wether it should affect total mana comparable to intelligence or wisdom in most games. I could see the essence stat having some sort of passive bonus on mana spells where it increases their damage or duration though.
It's the word "channeler" itself that's driving my speculation here, perhaps in combination with thinking about how Jordan's channelers work with saidin and saidar. And this morning, I could swear I almost remember some never-very-popular tabletop RPG where magic users had a basic stat that was only about how much mana they could handle at a given time (not wisdom or intelligence). If it existed, it was one of those that I only got to read and could never get a crew to actually try playing...
Did Rolemaster have a system like that? I played that for a couple of years, but I don't remember - it sounds vaguely familiar though.
For people that are afraid of running out of essence - don't run out! For every chicken little "what if" I haven't seen how a slow regen of essence helps, and often what is suggested trivializes it.
I picture essence as your innermost self, and sometimes there just isn't enough of "you" to go around.
Limited essence makes essence more valuable and the decisions of when to spend it critical. If you are worries about running out, then I have no problem with being able to "level up" your channeler to get more essence. But I would hate for it to recharge your "essence battery" rather you could access inner reserves that you didn't know you had. It may seem a slim distinction, but it is a significant one. The "trickle/recharge" means that you can just hole up and hide and wait for a recharge - again this trivializes it imho. And leveling up I think should follow the levelling curve of D&D or popular MMOs - the first levels should come pretty easy and fast, later levels should require some pretty major accomplishments to gain (I don't even know if they are doing levels, lol). I also don;t think that there should ever be a level cap. That way no matter how long a game went, there would always be the ability to gain level and access more essence.
It seems like the people overly concerned about running out of essence want to have their cake and eat it to. Sometimes, making serious choices and dealing with the permanent consequences actually increases the fun and makes you feel like you are doing something major - using essence I think should have that feel of "This is one of the BIG STRATEGIC decisions". Recharging and recouping are two ways that I feel really diminish essence. I agree, having ways to get more is important for long (never-ending?) games. I know one thing I want to do is sandbox my empire long term, and it would suck to do that with no essence EVER.