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General Tabletop Discussion
*Pathfinder & Starfinder
Is the 15 minute adventuring day now the 90 minute adventuring day?
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<blockquote data-quote="Hussar" data-source="post: 4100842" data-attributes="member: 22779"><p>Look at any crypt style adventure, and you see exactly that. Why would constructs and undead "get ready" for the next incursion? They don't leave their respective areas. Numerous Tomb Raider style adventures fit here.</p><p></p><p>Any outdoor adventure where each encounter area is mostly self contained - each area is the lair of one or one group of creatures that do not cooperate. Again, no reason to get ready. WG 4 The Forgotten Temple of Tharzidun features exactly this before you enter the temple.</p><p></p><p>Any adventure where the defenders are not terribly well organized also would mean that there are few consequences to 15 minute days. I'm looking at Mike Mearl's Salvage Operation in Dungeon for a perfect example of this.</p><p></p><p>Any adventure that does not feature large numbers of intelligent, organized humanoids would also have few consequences to the 15 minute day. Isle of Dread for example. </p><p></p><p></p><p></p><p></p><p>You assume too much here though. Many, many dungeon adventure feature small groups that have little or no contact with eachother. The only time an adventure actually would significantly change with the party doing the 15 minute day thing would be in a large, fairly organized lair of a single group. </p><p></p><p>For just about any other adventure in a dungeon, there's no real reason for the inhabitants to get organized enough to have any significant impact or impediment for the party.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4100842, member: 22779"] Look at any crypt style adventure, and you see exactly that. Why would constructs and undead "get ready" for the next incursion? They don't leave their respective areas. Numerous Tomb Raider style adventures fit here. Any outdoor adventure where each encounter area is mostly self contained - each area is the lair of one or one group of creatures that do not cooperate. Again, no reason to get ready. WG 4 The Forgotten Temple of Tharzidun features exactly this before you enter the temple. Any adventure where the defenders are not terribly well organized also would mean that there are few consequences to 15 minute days. I'm looking at Mike Mearl's Salvage Operation in Dungeon for a perfect example of this. Any adventure that does not feature large numbers of intelligent, organized humanoids would also have few consequences to the 15 minute day. Isle of Dread for example. You assume too much here though. Many, many dungeon adventure feature small groups that have little or no contact with eachother. The only time an adventure actually would significantly change with the party doing the 15 minute day thing would be in a large, fairly organized lair of a single group. For just about any other adventure in a dungeon, there's no real reason for the inhabitants to get organized enough to have any significant impact or impediment for the party. [/QUOTE]
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*Pathfinder & Starfinder
Is the 15 minute adventuring day now the 90 minute adventuring day?
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