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Five-Minute Workday Article
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5976150" data-attributes="member: 710"><p>I do not think we can avoid 15 minute adventure days all the time. I think we can avoid that 15 minute adventure days imbalance the game towards those that have the most resources to regain from a rest. </p><p></p><p>Or, expressed in a more general way, I suppose: Favor those that can set the pace of the game the most. </p><p>If for some reason the all-at-will Fighter can dicate the pace of the game, then he will run his non-stop 12 hour adventuring days while the Rogue and Wizards run out of abilities to use rapidly.</p><p></p><p>Traditionally, it were always the spellcasters that could dicate rest the most. Their presence alone made it a good idea for the group to rest, because they had expendable resources with brought a lot of power to the party, and they had spells that would make resting safer (even if you used wanding monster/breathing world and whatever approaches). </p><p></p><p>One thing to consider with wandeirng monsters and adventure days - how long do we expect a party that does not rest for the night to need to get through a dungeon? Do you expect it take 16 hours? In my experience that is unlikely, as individual combats do not take much longer than 5-10 minutes of game-world time. Even with some exploration, it seems likely you could be done - if you could survive it without resting - in 4 game-world hours or so with most dungeons. </p><p></p><p>So the difference between a 15 minute adventuring day vs a 4 hour adventuring day is 3:45 more wandering monster rolls (assuming those rolls do not apply inside the dungeon), so basically either 20h wandering monster hours or 23 hours and 45 minutes. </p><p></p><p>The only real difference is that you may keep the denizens of the dungeon occupied so they don't have 23 hours to come up with and implement a defensive strategy. Wandering monsters overall seem a non-fix, counter-measures by the enemy may be one. But you have to weigh that against the risk of being out of spells to deal with the enemy groups you encounter inside the dungeon. Realisitically, the moment of surprise you may have had is gone when you had your first battle.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5976150, member: 710"] I do not think we can avoid 15 minute adventure days all the time. I think we can avoid that 15 minute adventure days imbalance the game towards those that have the most resources to regain from a rest. Or, expressed in a more general way, I suppose: Favor those that can set the pace of the game the most. If for some reason the all-at-will Fighter can dicate the pace of the game, then he will run his non-stop 12 hour adventuring days while the Rogue and Wizards run out of abilities to use rapidly. Traditionally, it were always the spellcasters that could dicate rest the most. Their presence alone made it a good idea for the group to rest, because they had expendable resources with brought a lot of power to the party, and they had spells that would make resting safer (even if you used wanding monster/breathing world and whatever approaches). One thing to consider with wandeirng monsters and adventure days - how long do we expect a party that does not rest for the night to need to get through a dungeon? Do you expect it take 16 hours? In my experience that is unlikely, as individual combats do not take much longer than 5-10 minutes of game-world time. Even with some exploration, it seems likely you could be done - if you could survive it without resting - in 4 game-world hours or so with most dungeons. So the difference between a 15 minute adventuring day vs a 4 hour adventuring day is 3:45 more wandering monster rolls (assuming those rolls do not apply inside the dungeon), so basically either 20h wandering monster hours or 23 hours and 45 minutes. The only real difference is that you may keep the denizens of the dungeon occupied so they don't have 23 hours to come up with and implement a defensive strategy. Wandering monsters overall seem a non-fix, counter-measures by the enemy may be one. But you have to weigh that against the risk of being out of spells to deal with the enemy groups you encounter inside the dungeon. Realisitically, the moment of surprise you may have had is gone when you had your first battle. [/QUOTE]
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