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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5985704" data-attributes="member: 710"><p>I don't necessarily want or not want 15 minute adventuring days. </p><p></p><p>There are two components to 15 minute adventuring days that bother people</p><p></p><p>1) The idea that a party goes into a dungeon for 15 minute, then leaves and waits for 24 hours to return, so it has all its resources refreshed.</p><p></p><p>2) The problem that a 15 minute adventuring day leads to imbalance between classes that have powerful abilities they can use only a limited number of times per day and other classes have only abilities they can use as often as they want, but come with less power.</p><p></p><p>The imbalance reason that people dislike in 2 is a major factor for 1 - if you fight for your survival, and your best survival tools has only limited uses per day, you will want to recover them as often as you can. </p><p></p><p>But fixing 2 does not require elinimating daily resources, it just requires every type of character to have similar types of resources. Fixing 1 would require removing daily resources, or create very strong incentives to not recover them despite their benefits. Non-mechanical ways are things like adventures on a clock or wandering monsters, mechanical ways could be milestone mechanics.</p><p></p><p>Fixing 2, on the other hand, is not necessarily helped by the non-mechanical ways. 2 can also manifest in ways that would not really bother anyone in regards to 1. For example, an adventure that involves a lot of research, legwork and socializing but little resource use, but that culiminates in a single scenario (combat typically) where these resources can and will be used. It's not really a problem for 1, since the scenario is entirely believable - people don't just sit around doing nothing while there is an unexplored dungeon with kidnapped princesses and hostile monsters and what not, they were busy doing adventurer-worthy stuff, but 2 is, since the imbalance will shine.</p><p></p><p>Personally, I can deal with 1 in the bad form and any other scenario that involes a single large encounter per day, but I do not want to deal with 2. </p><p></p><p>So maybe that's why you believe that someone "wants" the 15 minute adventure day, I don't know. I don't particularly care for it, but the real problem to me is not that the adventures are only busy 15 minutes of the day, but that characters outshine other characters purely due to the 15 minutes day (and not because the player is particular clever that day, or I've engineered a scenario that gives a certain player some more spotlight then usual...)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5985704, member: 710"] I don't necessarily want or not want 15 minute adventuring days. There are two components to 15 minute adventuring days that bother people 1) The idea that a party goes into a dungeon for 15 minute, then leaves and waits for 24 hours to return, so it has all its resources refreshed. 2) The problem that a 15 minute adventuring day leads to imbalance between classes that have powerful abilities they can use only a limited number of times per day and other classes have only abilities they can use as often as they want, but come with less power. The imbalance reason that people dislike in 2 is a major factor for 1 - if you fight for your survival, and your best survival tools has only limited uses per day, you will want to recover them as often as you can. But fixing 2 does not require elinimating daily resources, it just requires every type of character to have similar types of resources. Fixing 1 would require removing daily resources, or create very strong incentives to not recover them despite their benefits. Non-mechanical ways are things like adventures on a clock or wandering monsters, mechanical ways could be milestone mechanics. Fixing 2, on the other hand, is not necessarily helped by the non-mechanical ways. 2 can also manifest in ways that would not really bother anyone in regards to 1. For example, an adventure that involves a lot of research, legwork and socializing but little resource use, but that culiminates in a single scenario (combat typically) where these resources can and will be used. It's not really a problem for 1, since the scenario is entirely believable - people don't just sit around doing nothing while there is an unexplored dungeon with kidnapped princesses and hostile monsters and what not, they were busy doing adventurer-worthy stuff, but 2 is, since the imbalance will shine. Personally, I can deal with 1 in the bad form and any other scenario that involes a single large encounter per day, but I do not want to deal with 2. So maybe that's why you believe that someone "wants" the 15 minute adventure day, I don't know. I don't particularly care for it, but the real problem to me is not that the adventures are only busy 15 minutes of the day, but that characters outshine other characters purely due to the 15 minutes day (and not because the player is particular clever that day, or I've engineered a scenario that gives a certain player some more spotlight then usual...) [/QUOTE]
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