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Five-Minute Workday Article
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5971049" data-attributes="member: 710"><p>The real issue is that 15 minute adventuring days are unbalanced in favor of the classes that have daily resources. That's it. </p><p></p><p>You may be able to avoid a 15 minute adventuring day, you may be not. </p><p></p><p>A 15 minute adventuring day may not be: "Okay, let's attack the outer guards of the enemy base, and then retreat", but "let's contact all our allies in the city, organize a meeting and then head out to beat up some guys". The characters don't stand up, rough up some orcs and go to sleep immediately - but they only use any meaningful resources in that one single encounter that actually involves combat and the need for spells, hit points and all that. </p><p></p><p>Also, there are also sometimes harder reasons why there is a 15 minute adventuring day. If the adventure contains a very hard combat encounter (and Pathfinder modules used to be full of them), you'll find the casters being out of their big guns rather fast - and you will want to rest after that. Especially if the GM will use wandering monsters, since the spells you have left may be needed to deal with those - and whether you need to rest 8 or 16 hours doesn't matter as much.</p><p></p><p>Heck, I've had games where a random encounter actually cost so much resources that the party rested another day trying to patch itself up with natural healing and spells. Talk about counter-effective. Of course these weren't games where the Princess was to be eaten by the Dragon within the next 24 hours. (But if it had been, and the party would have pressed on to beat the Dragon, there would probably have been a TPK. Good Job breaking it, GM).</p><p></p><p>But anyway, whenever there is only one meaningful situation in a day that could benefit from daily resources, those that have daily resources will easily dominate the game.</p><p></p><p>Now, if the D&D Next caster only has, say, 12 spells at level 10 and the Fighter has 15 Extra Actions Per Day and twice the hit points, it may work out, depending on what these spells do. If there is a "kill 5 non-weak enemies in one spell", probably not.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5971049, member: 710"] The real issue is that 15 minute adventuring days are unbalanced in favor of the classes that have daily resources. That's it. You may be able to avoid a 15 minute adventuring day, you may be not. A 15 minute adventuring day may not be: "Okay, let's attack the outer guards of the enemy base, and then retreat", but "let's contact all our allies in the city, organize a meeting and then head out to beat up some guys". The characters don't stand up, rough up some orcs and go to sleep immediately - but they only use any meaningful resources in that one single encounter that actually involves combat and the need for spells, hit points and all that. Also, there are also sometimes harder reasons why there is a 15 minute adventuring day. If the adventure contains a very hard combat encounter (and Pathfinder modules used to be full of them), you'll find the casters being out of their big guns rather fast - and you will want to rest after that. Especially if the GM will use wandering monsters, since the spells you have left may be needed to deal with those - and whether you need to rest 8 or 16 hours doesn't matter as much. Heck, I've had games where a random encounter actually cost so much resources that the party rested another day trying to patch itself up with natural healing and spells. Talk about counter-effective. Of course these weren't games where the Princess was to be eaten by the Dragon within the next 24 hours. (But if it had been, and the party would have pressed on to beat the Dragon, there would probably have been a TPK. Good Job breaking it, GM). But anyway, whenever there is only one meaningful situation in a day that could benefit from daily resources, those that have daily resources will easily dominate the game. Now, if the D&D Next caster only has, say, 12 spells at level 10 and the Fighter has 15 Extra Actions Per Day and twice the hit points, it may work out, depending on what these spells do. If there is a "kill 5 non-weak enemies in one spell", probably not. [/QUOTE]
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