Quote:
Originally Posted by Tilenas
How does upping the number of obstacles solve the problem of the 20-minute adventuring day?
It may seem counterintuitive, but take it from someone who hasn't seen the 15MWD in person despite playing since 1977,a upping the number of encounters is one of the ingredients in a campaign that help keep them from happening. The other main ingredient in warding off the 15MWD is the GM controlling where & when PCs can rest.
Here's how: the 15MWD happens when party casters run out of spells within just a few encounters. According to the people who see the 15 MWD, this typically happens because the casters "go nova" and have nothing in reserve after 3 or 4 encounters, typically regardless of the shape of the others in the party. And- crucially- the GM
lets them rest.
If there are randomized encounters along the way that cause them to expend resources- especially encounters in poorly chosen rest sites or along paths of retreat- casters cannot afford to "go nova." They'll need to hold something in reserve for that eventuality.
Some people think that is "meta", but it really isn't. It's actually how most good military commanders use the forces at their command. Rarely, if ever, do they commit all of their available resources to an encounter.
That said, I have no idea if the learned behavior of the 15MWD can be unlearned.
...breaking story to "punish" what is otherwise good tactics
1) if the encounter is appropriate to the story, no breaking is involved.
2) it is only good tactics in the context of the artificiality of a situation in which aggressors can attack, retreat and rest without reaction from their foes.