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Five-Minute Workday Article
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<blockquote data-quote="FireLance" data-source="post: 5972104" data-attributes="member: 3424"><p>I think it would be useful to decompose the 5-minute workday into two (that I can think of, anyway - there may be more) separate problems.</p><p></p><p>The first, I call the imbalance problem. The issue here is that different characters have different resource recharge rates. The typical contrast here is between a totally at-will class (such as pre-4e fighters and rogues) and a totally daily class (such as pure Vancian spellcasters). Longer "days" favor the at-will classes, while shorter "days" favor the daily classes. </p><p></p><p>The solutions to the imbalance problem include:</p><p></p><p>1. Giving all characters similar resource recharge rates. It need not be AEDU - all characters could be completely at-will, completely daily, or have a combination of at-will and daily abilities.</p><p></p><p>2. Ensuring adventuring days of varying lengths. This could be done by occasionally imposing time limits that constrain the PCs' ability to rest, while allowing them to take their time on other occasions. </p><p></p><p>The second, I call the nova problem. This is the tendency for players to want recharge their resources between encounters so that they go into each encounter at full resources, or close to it. The PCs thus fight one encounter and rest to regain resources.</p><p></p><p>The solutions to the nova problem are:</p><p></p><p>1. Ensuring all resources can be regained in a short time. This could be done by only giving characters abilities and resources that are at-will or which can be regained after a short rest.</p><p></p><p>2. Giving the players incentives to increase the length of the adventuring day (or disincentives to reduce it). This could include bonus experience points for each encounter beyond the first, making the adventure harder (e.g. by giving the PCs' opponents extra resources) or reducing the rewards (e.g. more opponents flee with their treasure) each time the PCs stop to rest. </p><p></p><p>What is interesting to note is that solutions to one problem do not necessarily solve the other. Increasing the length of the adventuring day to solve the nova problem might actually create an imbalance problem if it reduces the number of short adventuring days.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5972104, member: 3424"] I think it would be useful to decompose the 5-minute workday into two (that I can think of, anyway - there may be more) separate problems. The first, I call the imbalance problem. The issue here is that different characters have different resource recharge rates. The typical contrast here is between a totally at-will class (such as pre-4e fighters and rogues) and a totally daily class (such as pure Vancian spellcasters). Longer "days" favor the at-will classes, while shorter "days" favor the daily classes. The solutions to the imbalance problem include: 1. Giving all characters similar resource recharge rates. It need not be AEDU - all characters could be completely at-will, completely daily, or have a combination of at-will and daily abilities. 2. Ensuring adventuring days of varying lengths. This could be done by occasionally imposing time limits that constrain the PCs' ability to rest, while allowing them to take their time on other occasions. The second, I call the nova problem. This is the tendency for players to want recharge their resources between encounters so that they go into each encounter at full resources, or close to it. The PCs thus fight one encounter and rest to regain resources. The solutions to the nova problem are: 1. Ensuring all resources can be regained in a short time. This could be done by only giving characters abilities and resources that are at-will or which can be regained after a short rest. 2. Giving the players incentives to increase the length of the adventuring day (or disincentives to reduce it). This could include bonus experience points for each encounter beyond the first, making the adventure harder (e.g. by giving the PCs' opponents extra resources) or reducing the rewards (e.g. more opponents flee with their treasure) each time the PCs stop to rest. What is interesting to note is that solutions to one problem do not necessarily solve the other. Increasing the length of the adventuring day to solve the nova problem might actually create an imbalance problem if it reduces the number of short adventuring days. [/QUOTE]
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