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<blockquote data-quote="howandwhy99" data-source="post: 5611634" data-attributes="member: 3192"><p>Yep, rules limit human behavior, period. There may be 10,000 different options one could take under the rules, but there are only those 10,000 and nothing else. On the flip side, there are "do anything, but" rules... so while more freeing, they are still limitations as well.</p><p></p><p></p><p></p><p>I think that's a boogeyman, which came out of how many groups chose to play 3rd edition. It mainly has to do with between combat play being no longer bounded by rules. Think of it like this: the PCs clear dungeon level 1, level 2, and half of level 3. Then they decide to quit for the day and sleep. Going back to "safety" was probably a free ride. Perhaps they even slept unguarded at the inn that night as that was "gool", a safe zone. I don't know, but all out power use and then uninterrupted rest and recharge makes for a short adventuring day. It is as if nothing else could or would happen after those 15 minutes.</p><p></p><p>There are creative ways to address this. For instance, </p><p></p><p>1. 4th concatenated combat and resting into encounters and then balanced stringently within them. I don't know the nightly sleeping requirements, but encounters when resting could be faced well powered with perhaps the lack of dailies.</p><p></p><p>2. Earlier games populated the map with monsters and other challenges, so traversing it was dangerous no matter the PC's resource level (this includes both lair-based "relatively stationary" and wandering monster encounters for when the PCs stayed in one place).</p><p></p><p>Think of it as balancing on the small scale or the large scale. Both make the 15 minute adventuring day a poor option, but do so in different ways.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5611634, member: 3192"] Yep, rules limit human behavior, period. There may be 10,000 different options one could take under the rules, but there are only those 10,000 and nothing else. On the flip side, there are "do anything, but" rules... so while more freeing, they are still limitations as well. I think that's a boogeyman, which came out of how many groups chose to play 3rd edition. It mainly has to do with between combat play being no longer bounded by rules. Think of it like this: the PCs clear dungeon level 1, level 2, and half of level 3. Then they decide to quit for the day and sleep. Going back to "safety" was probably a free ride. Perhaps they even slept unguarded at the inn that night as that was "gool", a safe zone. I don't know, but all out power use and then uninterrupted rest and recharge makes for a short adventuring day. It is as if nothing else could or would happen after those 15 minutes. There are creative ways to address this. For instance, 1. 4th concatenated combat and resting into encounters and then balanced stringently within them. I don't know the nightly sleeping requirements, but encounters when resting could be faced well powered with perhaps the lack of dailies. 2. Earlier games populated the map with monsters and other challenges, so traversing it was dangerous no matter the PC's resource level (this includes both lair-based "relatively stationary" and wandering monster encounters for when the PCs stayed in one place). Think of it as balancing on the small scale or the large scale. Both make the 15 minute adventuring day a poor option, but do so in different ways. [/QUOTE]
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