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General Tabletop Discussion
*Pathfinder & Starfinder
15 Minute Workday Myth?
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<blockquote data-quote="Cbas_10" data-source="post: 3846742" data-attributes="member: 55767"><p>Fortunately, I've never lived through the horror of a 15-minute Adventuring Day...or more accurately, the horror of a game that produces 15-minute adventuring days as a side effect of how the game is set up. Traps would not at all enter into the solution of this problem if it popped up in one of my games. Not that traps are bad...just not my style. Avoiding the 15 minute-day really needs cooperation and synergy between the DM and players. </p><p></p><p>First, it really is up to the DM to <s>challenge the PCs</s> <em>capture the interest of the players</em> without sapping away all of their resources every other fight. How fun is this, anyway: Players will pretty much know that things will be a war of attrition every encounter or so. "Buff up, get in formation, ..." Bleh. Vary the encounters...some can be way below a CR appropriate for their level and some a bit above and some might be strong enough to flee from and devise a better strategy for later. All depending on the storyline.</p><p></p><p>In my opinion and experience, the best way for the players to contribute to avoiding the 15 minute adventuring day is to avoid One-Trick Ponies. Or super specialized characters. Or mmo-style optimal builds. Rogues that are worthless when they can't sneak attack...wizards that are worthless when they can't use magic...warriors that feel naked without a specific type of weapon because 11 of their 13 feats are all centered on greatswords...all, in my experience are Boredom Disasters. They are all-or-nothing characters that either dominate the field when they can use their talent or are totally screwed when that aspect is denied. It is not the fault of character builds or rules...rather player intentions.</p><p></p><p>As for resting...not everything has to be defined by rules. If one group or another has to have everything defined...that's cool for you, but not for us.</p></blockquote><p></p>
[QUOTE="Cbas_10, post: 3846742, member: 55767"] Fortunately, I've never lived through the horror of a 15-minute Adventuring Day...or more accurately, the horror of a game that produces 15-minute adventuring days as a side effect of how the game is set up. Traps would not at all enter into the solution of this problem if it popped up in one of my games. Not that traps are bad...just not my style. Avoiding the 15 minute-day really needs cooperation and synergy between the DM and players. First, it really is up to the DM to [S]challenge the PCs[/S] [i]capture the interest of the players[/i] without sapping away all of their resources every other fight. How fun is this, anyway: Players will pretty much know that things will be a war of attrition every encounter or so. "Buff up, get in formation, ..." Bleh. Vary the encounters...some can be way below a CR appropriate for their level and some a bit above and some might be strong enough to flee from and devise a better strategy for later. All depending on the storyline. In my opinion and experience, the best way for the players to contribute to avoiding the 15 minute adventuring day is to avoid One-Trick Ponies. Or super specialized characters. Or mmo-style optimal builds. Rogues that are worthless when they can't sneak attack...wizards that are worthless when they can't use magic...warriors that feel naked without a specific type of weapon because 11 of their 13 feats are all centered on greatswords...all, in my experience are Boredom Disasters. They are all-or-nothing characters that either dominate the field when they can use their talent or are totally screwed when that aspect is denied. It is not the fault of character builds or rules...rather player intentions. As for resting...not everything has to be defined by rules. If one group or another has to have everything defined...that's cool for you, but not for us. [/QUOTE]
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