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15 Minute Workday Myth?
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3845633" data-attributes="member: 18549"><p>Right. It's madness not to attempt to come to each potentially deadly situation at full power, and if there's not a good reason to avoid resting, you rest. However, eventually, the DM might tire of constantly providing reasons why the players can't rest. Removing the need to rest a lot is a better solution than leaving it up to each DM to deal with the problem.</p><p></p><p>I don't know if anyone's pointed this out, but this problem is connected to the problem Mike Mearls identified with the EL system, which is that there are typically 4 encounters per day, 3 of which are too easy, and one which is hard. This last one is fun and exciting because it's hard. So DMs tend to throw more hard encounters at the players, who use up more of their resources per encounter, and so can't take as many encounters per day. After one or two of these, they need to rest or they will die in the next encounter. The 15 minute adventuring day is a consequence of the EL system being unbalanced by an emphasis on challenging encounters.</p><p></p><p>They seem to be addressing this problem both by bumping up the standard encounter difficulty (to make them all fun, challenging encounters), and reducing the PCs' need to rest between encounters.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3845633, member: 18549"] Right. It's madness not to attempt to come to each potentially deadly situation at full power, and if there's not a good reason to avoid resting, you rest. However, eventually, the DM might tire of constantly providing reasons why the players can't rest. Removing the need to rest a lot is a better solution than leaving it up to each DM to deal with the problem. I don't know if anyone's pointed this out, but this problem is connected to the problem Mike Mearls identified with the EL system, which is that there are typically 4 encounters per day, 3 of which are too easy, and one which is hard. This last one is fun and exciting because it's hard. So DMs tend to throw more hard encounters at the players, who use up more of their resources per encounter, and so can't take as many encounters per day. After one or two of these, they need to rest or they will die in the next encounter. The 15 minute adventuring day is a consequence of the EL system being unbalanced by an emphasis on challenging encounters. They seem to be addressing this problem both by bumping up the standard encounter difficulty (to make them all fun, challenging encounters), and reducing the PCs' need to rest between encounters. [/QUOTE]
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