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General Tabletop Discussion
*Pathfinder & Starfinder
15 Minute Workday Myth?
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<blockquote data-quote="Aenghus" data-source="post: 3847574" data-attributes="member: 2656"><p>I've been running 3/3.5e for the last six years, and I do think the rules encourage the "15 minute working day" in the absence of plot elements that impose a time limit. </p><p></p><p>As a player, I have seen it from the other siide in the Return to the Temple of Elemental Evil. We were given a relatively safe base of operations in the dungeon, which led to hit and run raids. Later we just teleported in and out.</p><p></p><p>Specifically, once the PCs can teleport the whole party, for dungeon crawls it makes sense for the PCs to enter fully buiffed, nuke one or two encounters and teleport away before reinforcements arrive, then rinse and repeat.</p><p></p><p>The "Christmas tree" effect, the vast range of buffing spells, especially when you include newer material, and the huge difference between a buffed and an unbuffed party all push PCs to a brief agressive focused offence, followed by retreating.</p><p></p><p>And in the game I DM the general lack of a rogue means PCs find traps the hard way. They have got bored with trap filled dungeons over the years, so I limit both traps and tradiontal dungeons. Now before anyone asks, when DMiing I often prevent teleport within a location, and occasionally impose time limits etc. </p><p></p><p>It will be great if 4e allows parties to press on for longer without it being bad tactics, and permit time limited scenarios to be more fun for the players and DM.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 3847574, member: 2656"] I've been running 3/3.5e for the last six years, and I do think the rules encourage the "15 minute working day" in the absence of plot elements that impose a time limit. As a player, I have seen it from the other siide in the Return to the Temple of Elemental Evil. We were given a relatively safe base of operations in the dungeon, which led to hit and run raids. Later we just teleported in and out. Specifically, once the PCs can teleport the whole party, for dungeon crawls it makes sense for the PCs to enter fully buiffed, nuke one or two encounters and teleport away before reinforcements arrive, then rinse and repeat. The "Christmas tree" effect, the vast range of buffing spells, especially when you include newer material, and the huge difference between a buffed and an unbuffed party all push PCs to a brief agressive focused offence, followed by retreating. And in the game I DM the general lack of a rogue means PCs find traps the hard way. They have got bored with trap filled dungeons over the years, so I limit both traps and tradiontal dungeons. Now before anyone asks, when DMiing I often prevent teleport within a location, and occasionally impose time limits etc. It will be great if 4e allows parties to press on for longer without it being bad tactics, and permit time limited scenarios to be more fun for the players and DM. [/QUOTE]
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15 Minute Workday Myth?
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