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Five-Minute Workday Article
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5977002" data-attributes="member: 710"><p>It takes a lot of time to get this into people's head, I think. Most are still thinking about how they can force players to not have a 15 minute adventuring day. The real issue for me is definitely the class balance, but it's difficult to reach everyone in the discussion to recognize that. Which is understandeable, since the thread title is all about the abonimation of 15 minute adventuring day, not the abonimation that only spellcasters have strong but expendable resources and benefit the most from a short adventuring day.</p><p></p><p>---</p><p></p><p>A long way could be done if spells in general were weaker. No more Fireball for 5d6 damage in a 20ft radius, but a Scorching Burst for 1d6+INT in a 10 ft radius. </p><p></p><p>Or by giving Fighter's and Rogue's equally powerful daily abilities (but the problem is: Daily is unpopular since only magic can work as daily, mudane people daily resources other than hit points). Stuff like "If you hit, you can declare the attack to be a death strike - the target dies if it fails a save, otherwise it takes triple damage". Or "Dark Wanderer: You travel for 24 hours through hidden passages, little known paths, weaknesses in the dimensional fabric, and end up at any location you know on any plane".</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5977002, member: 710"] It takes a lot of time to get this into people's head, I think. Most are still thinking about how they can force players to not have a 15 minute adventuring day. The real issue for me is definitely the class balance, but it's difficult to reach everyone in the discussion to recognize that. Which is understandeable, since the thread title is all about the abonimation of 15 minute adventuring day, not the abonimation that only spellcasters have strong but expendable resources and benefit the most from a short adventuring day. --- A long way could be done if spells in general were weaker. No more Fireball for 5d6 damage in a 20ft radius, but a Scorching Burst for 1d6+INT in a 10 ft radius. Or by giving Fighter's and Rogue's equally powerful daily abilities (but the problem is: Daily is unpopular since only magic can work as daily, mudane people daily resources other than hit points). Stuff like "If you hit, you can declare the attack to be a death strike - the target dies if it fails a save, otherwise it takes triple damage". Or "Dark Wanderer: You travel for 24 hours through hidden passages, little known paths, weaknesses in the dimensional fabric, and end up at any location you know on any plane". [/QUOTE]
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