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<blockquote data-quote="Shardstone" data-source="post: 9208021" data-attributes="member: 6807784"><p>I just don't agree. But even if I did, making it a 10 minute refresh and not per-game session invalidates your entire criticism. But even then, both ways, it doesn't matter because you're not understanding the purpose of balancing the game on a smaller adventuring day. The whole point is so that you can choose to have a normal day with 2-3 encounters. You can have an easier day with 1 encounter or a more intense day with more encounters. It's easier to balance the game from the perspective of a smaller adventuring day then it is for a longer adventuring day. </p><p></p><p>The 5MWD does not matter. I am ok with people having a 5MWD. And if that's the expected game, then it is easier to extend that workday. A 7-day adventuring day where everyone has to play well when it comes to conserving resources is flat out a lot harder to make small then it is to do in reverse. Same for a 24 hour day.</p><p></p><p>D&D is a game where a lot of tables meet up, talk, roleplay, do some exploration, and then maybe enjoy 1-2 fights in a session, sometimes more (especially for tables that play for longer hours), sometimes less (I've had many sessions, both as DM and player, where no combat at all happened). And if you want to go full dungeon crawl or hack n slash, you already know when your players will burn out so you can adjust through that in a myriad of ways.</p><p></p><p>I must truly stress how little of a problem what you're bringing up is. In a game with magic items, inspiration, spells, boons, charms, and deeds, there are so many tools at my disposal for giving players a longer work day. However, if I give them a shorter work day in the current system, they have all those powers outright to bear. By flipping the system, and making it so I can use these various levers to length the normal workday, I create a more organic and easier-to-mod experience.</p><p></p><p>This has nothing to do with making D&D more narrative. It has everything to do with making D&D a smoother, more engaging game to run. With a shorter adventuring day standard, I don't have to ignore levers, I can actively choose to bring them in at any time.</p><p></p><p>I'm not saying I'm 100% right, but the arguments you're bringing up just do not hold water.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9208021, member: 6807784"] I just don't agree. But even if I did, making it a 10 minute refresh and not per-game session invalidates your entire criticism. But even then, both ways, it doesn't matter because you're not understanding the purpose of balancing the game on a smaller adventuring day. The whole point is so that you can choose to have a normal day with 2-3 encounters. You can have an easier day with 1 encounter or a more intense day with more encounters. It's easier to balance the game from the perspective of a smaller adventuring day then it is for a longer adventuring day. The 5MWD does not matter. I am ok with people having a 5MWD. And if that's the expected game, then it is easier to extend that workday. A 7-day adventuring day where everyone has to play well when it comes to conserving resources is flat out a lot harder to make small then it is to do in reverse. Same for a 24 hour day. D&D is a game where a lot of tables meet up, talk, roleplay, do some exploration, and then maybe enjoy 1-2 fights in a session, sometimes more (especially for tables that play for longer hours), sometimes less (I've had many sessions, both as DM and player, where no combat at all happened). And if you want to go full dungeon crawl or hack n slash, you already know when your players will burn out so you can adjust through that in a myriad of ways. I must truly stress how little of a problem what you're bringing up is. In a game with magic items, inspiration, spells, boons, charms, and deeds, there are so many tools at my disposal for giving players a longer work day. However, if I give them a shorter work day in the current system, they have all those powers outright to bear. By flipping the system, and making it so I can use these various levers to length the normal workday, I create a more organic and easier-to-mod experience. This has nothing to do with making D&D more narrative. It has everything to do with making D&D a smoother, more engaging game to run. With a shorter adventuring day standard, I don't have to ignore levers, I can actively choose to bring them in at any time. I'm not saying I'm 100% right, but the arguments you're bringing up just do not hold water. [/QUOTE]
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