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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5789428" data-attributes="member: 35909"><p>I didn't hear of the 15 min. adventuring day (15MAD) until the internet told me about it. I almost never see it. When I do, it's almost always solely the DM's fault. Either because he's doing "travel random encounters" which almost always means 1 or 2 fights at most that day, or just not putting enough fights in a dungeon or location. Myself and all of my friends I often play with want to keep going as long as possible before resting. One fight and out is incredibly lame.</p><p>My current games:</p><p>[sblock]- A 17th level game, since I joined has been mostly social but the last 8 sessions have been one giant brawl fighting through a fortress filled with enemies, we're on about combat round 30 now iirc.</p><p>- A 16th level gestalt game. DM is one of my aforementioned good friends and thus hates the 15MAD. We basically never have a single combat in a day. If we're travelling or exploring, either we'll go through the day unscathed or run into an area filled with creatures generally. When we do a dungeon, it's a major part of the game's plot and the dungeons last many sessions. Right now we're still on our first day...probably been in the place for less than an hour. We've already had about 10 different combat encounters. Probably not even halfway through the tower, and the tower is basically the entrance to the <em>real</em> dungeon. (Thanks to an NPC that's backstabbing the BBEG, we know for a fact we'll have a chance to rest in between locales, but still...lots of combat!)</p><p>- A 5th-6th level game run by same DM as in game #1. We frequently have single combat days, because he insists on doing random encounters and our game involves traveling up to a month between plot locations... Players themselves seem down with doing many encounters in a day, the only time we seek to rest is when we really are down on our resources.[/sblock]</p><p></p><p>Caster martial disparity I have noticed a lot. 15MAD definitely exacerbates this massively, if it happens in your game. I find that providing lots of out of combat healing (wands of CLW / lesser vigor, auras to give people slow but constant fast healing, and other things in the rulebooks) is the single best way to avoid this. Then the only resource limiting what the party can do is the casters' spells, and if they blow them all early to shine, they should expect to suffer. When I play a caster, I have never once exhausted all of my spells. Even in the 2nd game DM's super dungeons. I always hold something in reserve in case it's needed for a harder fight later. I've also noticed the disparity more in games with strict magic item rules/handouts. When you can't buy what you want from magic walmart or find it in loot, it hurts the noncasters more. The games with the least disparity tend to have lots of magic item purchasing and loot tailored to occasionally give PCs stuff they want. Especially weapons, armor, and other things casters don't care about.</p><p></p><p>I play non-casters in the 1st and 3rd games listed. I optimized them a lot and IMO the casters in those respective games...did not. But regardless, in neither the low nor high level game has my noncaster ever felt useless. In combat, they tend to do most of the killing, out of combat, I built them well rounded and skilled enough to contribute. The biggest hindrances they and pretty much all of my noncasters have ever experienced to being relevant was DM not allowing the party have more encounters in the day and DM being heavy handed with magic item handouts/availability, not anything with the rules themselves.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5789428, member: 35909"] I didn't hear of the 15 min. adventuring day (15MAD) until the internet told me about it. I almost never see it. When I do, it's almost always solely the DM's fault. Either because he's doing "travel random encounters" which almost always means 1 or 2 fights at most that day, or just not putting enough fights in a dungeon or location. Myself and all of my friends I often play with want to keep going as long as possible before resting. One fight and out is incredibly lame. My current games: [sblock]- A 17th level game, since I joined has been mostly social but the last 8 sessions have been one giant brawl fighting through a fortress filled with enemies, we're on about combat round 30 now iirc. - A 16th level gestalt game. DM is one of my aforementioned good friends and thus hates the 15MAD. We basically never have a single combat in a day. If we're travelling or exploring, either we'll go through the day unscathed or run into an area filled with creatures generally. When we do a dungeon, it's a major part of the game's plot and the dungeons last many sessions. Right now we're still on our first day...probably been in the place for less than an hour. We've already had about 10 different combat encounters. Probably not even halfway through the tower, and the tower is basically the entrance to the [i]real[/i] dungeon. (Thanks to an NPC that's backstabbing the BBEG, we know for a fact we'll have a chance to rest in between locales, but still...lots of combat!) - A 5th-6th level game run by same DM as in game #1. We frequently have single combat days, because he insists on doing random encounters and our game involves traveling up to a month between plot locations... Players themselves seem down with doing many encounters in a day, the only time we seek to rest is when we really are down on our resources.[/sblock] Caster martial disparity I have noticed a lot. 15MAD definitely exacerbates this massively, if it happens in your game. I find that providing lots of out of combat healing (wands of CLW / lesser vigor, auras to give people slow but constant fast healing, and other things in the rulebooks) is the single best way to avoid this. Then the only resource limiting what the party can do is the casters' spells, and if they blow them all early to shine, they should expect to suffer. When I play a caster, I have never once exhausted all of my spells. Even in the 2nd game DM's super dungeons. I always hold something in reserve in case it's needed for a harder fight later. I've also noticed the disparity more in games with strict magic item rules/handouts. When you can't buy what you want from magic walmart or find it in loot, it hurts the noncasters more. The games with the least disparity tend to have lots of magic item purchasing and loot tailored to occasionally give PCs stuff they want. Especially weapons, armor, and other things casters don't care about. I play non-casters in the 1st and 3rd games listed. I optimized them a lot and IMO the casters in those respective games...did not. But regardless, in neither the low nor high level game has my noncaster ever felt useless. In combat, they tend to do most of the killing, out of combat, I built them well rounded and skilled enough to contribute. The biggest hindrances they and pretty much all of my noncasters have ever experienced to being relevant was DM not allowing the party have more encounters in the day and DM being heavy handed with magic item handouts/availability, not anything with the rules themselves. [/QUOTE]
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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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