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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5970256" data-attributes="member: 710"><p>If you have rules that have a low or no likelihood of a 5 minute or 15 minute adventure day occuring, I don't need to think about it at all as a DM - I don't even have to need to think about what the opposition is doing.</p><p></p><p>But I am actually not <em>that</em> lazy that I couldn't do that.</p><p></p><p>The bigger issue is - if there is a 15 minute adventure day, how does this affect balance? Suddenly, the casters shine and the non-casters look at their pathetic influence on the outcome of the encounters. And if I go "easy" on the party with light encounters that don't really need spells, the casters sit around hoping for an enemy worthy of their spellcasting prowess. </p><p></p><p>That's where the real headache begins - because now I don't just need to think about how my NPCs would react naturally to the party retreating after every room. I have to think how to rebuild my adventures so that I find the exact right tnumber of encounters most of the time so that every party member feels equally important.</p><p></p><p>That's where I say - no, I am too lazy for that. Give me something else.</p><p></p><p>In 4E, people can do the 15 minute adventure day if they really want to. I just throw harder encounters if I feel they get off to easy. But no class turns into an overachiever that dominates gameplay, because every class has dailies to blow (even the Essential Fighter and Rogues, since they at least have healing surges, though they may still have less fun)</p><p>Or the party can carefully optimize their resource use so they can run through dozens of encounters in a row. I can throw many but easier encounters at them (and heck, I can even throw a hard one at them and still give them a wandering monster if they retreat afterwards without a fear of TPK, since they still got some resources left!)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5970256, member: 710"] If you have rules that have a low or no likelihood of a 5 minute or 15 minute adventure day occuring, I don't need to think about it at all as a DM - I don't even have to need to think about what the opposition is doing. But I am actually not [I]that[/I] lazy that I couldn't do that. The bigger issue is - if there is a 15 minute adventure day, how does this affect balance? Suddenly, the casters shine and the non-casters look at their pathetic influence on the outcome of the encounters. And if I go "easy" on the party with light encounters that don't really need spells, the casters sit around hoping for an enemy worthy of their spellcasting prowess. That's where the real headache begins - because now I don't just need to think about how my NPCs would react naturally to the party retreating after every room. I have to think how to rebuild my adventures so that I find the exact right tnumber of encounters most of the time so that every party member feels equally important. That's where I say - no, I am too lazy for that. Give me something else. In 4E, people can do the 15 minute adventure day if they really want to. I just throw harder encounters if I feel they get off to easy. But no class turns into an overachiever that dominates gameplay, because every class has dailies to blow (even the Essential Fighter and Rogues, since they at least have healing surges, though they may still have less fun) Or the party can carefully optimize their resource use so they can run through dozens of encounters in a row. I can throw many but easier encounters at them (and heck, I can even throw a hard one at them and still give them a wandering monster if they retreat afterwards without a fear of TPK, since they still got some resources left!) [/QUOTE]
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