Irda Ranger
First Post
I'll agree that the 15-minute work day can be a result of play style, and there are things a DM can do to mitigate it, but the fact remains that 3E encourages the 15-minute play style by rewarding PC's who engage in it with more resources for the next fight. 4E seems to be doing away with the hard-wired reward of resting for 8 hours (or, the reward is there, but it's much reduced).
What I am curious about is how and how quickly 4E characters recover Hit Points, because that's the other piece of the 15-minute work day. Sometimes the Wizard has spells left over, but a couple bad rolls resulted in a warrior type being taken down to dangerously low HP. Some systems allow HP to regenerate at a rate of 1 / minute (which makes sense if you think of them as skill / luck / grace, rather than physical integrity), which encourages PC's to "stop and catch their breath" after a fight, but not set up camp. I like this, and I expect 4E will do something like it.
For the record, I like to encourage a "conserve your resources" approach gaming by my PC's by imposing in-game restrictions of various kinds. e.g., "You have three days to rescue the captives, or they're dead." or "You have three days worth of water." or "Your Healing spells are disjuncted by the profane aura of this place." I mix it up to keep things new and interesting, but the point is to encourage a connection with the world the PC's are residing in, and to reduce the "pure gamist" reasoning of Fight; Rest for 8 Hours; Take 20 on every 5' Square; etc. It's just the type of game I prefer to run.
What I am curious about is how and how quickly 4E characters recover Hit Points, because that's the other piece of the 15-minute work day. Sometimes the Wizard has spells left over, but a couple bad rolls resulted in a warrior type being taken down to dangerously low HP. Some systems allow HP to regenerate at a rate of 1 / minute (which makes sense if you think of them as skill / luck / grace, rather than physical integrity), which encourages PC's to "stop and catch their breath" after a fight, but not set up camp. I like this, and I expect 4E will do something like it.
For the record, I like to encourage a "conserve your resources" approach gaming by my PC's by imposing in-game restrictions of various kinds. e.g., "You have three days to rescue the captives, or they're dead." or "You have three days worth of water." or "Your Healing spells are disjuncted by the profane aura of this place." I mix it up to keep things new and interesting, but the point is to encourage a connection with the world the PC's are residing in, and to reduce the "pure gamist" reasoning of Fight; Rest for 8 Hours; Take 20 on every 5' Square; etc. It's just the type of game I prefer to run.