Majoru Oakheart
Adventurer
It depends. Classic dungeon delves are designed to be "delved" into. You go in as far as you can handle, you retreat and make camp then you delve back in further next time. The farther you can make it into the dungeon, the harder it gets.Li Shenron said:One more reason why I say that those groups must have a bad DM is: how is it possible that the PC party can fight 15min and retire always without consequences?
That implies that the PCs have full control over when exactly they want to fight. The "adventure" itself cannot do anything against a PC that chooses to have a rest? That really sounds quite poor adventure design to me...
Maybe I had an unusual RPGing experience throughout the years, but 90% of the times our PCs do not choose their adventures. They can choose generally how they want to affect it, but most of the times it's the adventure that comes to them and not the other way around. So a group that enters a dungeon cannot just say anytime "all right dear enemies, enough for today see you tomorrow".
Most of these aren't designed with a specific timeline, since you never know how far the PCs will make it in before having to retreat. Classic dungeon delves aren't necessarily up against a large, monolithic group of bad guys that is going to mobilize their troops against you for raiding them. In one session you might go into a dungeon, find a cave full of orcs, kill them and retreat back out. You've killed all the orcs, however, and there are none left to retaliate against you. You go back in and head a different direction and then fight a digester. Then retreat and rest. The digester isn't intelligent and didn't have allies so there is no retaliation.
Even some of the newer dungeon crawls designed in the same vein don't really have a reason for the enemies to hunt you down or a reason why you can't stop at almost any time. My players went through the entirety of RttToEE in short, one day trips.