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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5985806" data-attributes="member: 710"><p>I wasn't saying that you wanted the 15 minute adventuring day, I was trying to explain why you may think that I "wanted" the 15 minute adventuring day. Which I do not actually do, but I think there are valid situations where 15 minute adventuring day happens where all the stuff stuff like social contract and unchanging worlds do not apply, but nevertheless all the "resource intensive" action is condensed into a single encounter where some classes get to use their dailies to full effect and others seem ineffectual in comparison.</p><p></p><p></p><p>Well, encounter/adventure design seems a cop-out. Is it wrong to design an adventure that involves the player doing a lot of non-combat stuff where tehy don't need spells, hit points or magical potions, but culminates in a violent conflict?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5985806, member: 710"] I wasn't saying that you wanted the 15 minute adventuring day, I was trying to explain why you may think that I "wanted" the 15 minute adventuring day. Which I do not actually do, but I think there are valid situations where 15 minute adventuring day happens where all the stuff stuff like social contract and unchanging worlds do not apply, but nevertheless all the "resource intensive" action is condensed into a single encounter where some classes get to use their dailies to full effect and others seem ineffectual in comparison. Well, encounter/adventure design seems a cop-out. Is it wrong to design an adventure that involves the player doing a lot of non-combat stuff where tehy don't need spells, hit points or magical potions, but culminates in a violent conflict? [/QUOTE]
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