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Originally Posted by Crothian I have heard of people doing it as far back as the late second edition days but still it was only on the net. |
Did you ever play any
3e Necromancer Games modules?
Even discounting the psychology of some players to "go nova," there were A LOT of Necromancer modules-- indeed, any kind of "status quo" adventure-- where the players, through no fault of their own, were depleted after one or two rooms/encounters, such that continuing would be folly.
And so, they (wisely) retreat and replenish. That's just smart play.
And so when I personally talk about fixing the 15 minute adventuring day, that's primarily what I am talking about. I see no reason to "penalize" the PCs 23 hours for smart play that arises primarily from campaign verisimilitude!
I'd much rather give them some "quick rest" mechanic to get them back into the adventure in a reasonable and realistic way.
It's not about curtailing "go nova" behavior. It's about preserving verisimilitude. To me, it is
more damaging to campaign verisimilitude to have the players rest for 23 hours than it would be to just "reset" the clock on their daily powers and let them continue with the story.