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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="Aenghus" data-source="post: 4100853" data-attributes="member: 2656"><p>I'm quite familiar with the 15 minute adventuring day both as a player and as a DM. </p><p></p><p>As a player going through the RttToEE, we had a safe haven for much of the dwarven mines section, that allowed us to clean the place out room by room, retreating when spells ran low. Once we got teleport we just teleported in and out, with the occasional scry-and-fry (which is the ultimate extreme end of the 15-minute adventuring day phenomenon).</p><p></p><p>It seems to happen naturally in high level PC-driven games where the PCs have access to enough teleports to enter and leave the adventuring area. The ability of the PCs to nova with a lot of buffing spells and their best combat spells to have a few easy fights and then leave to safety is the essence of this issue. This behavior is reinforced if the DM increases the encounter difficulties in response, as this convinces them they have to buff to have a chance of surviving an encounter, and increases the risk of a TPK if they do enter such an encounter unbuffed. </p><p></p><p>I can see it would be much less of an issue in low level and/or low magic games, or games with tight IC time limits.</p><p></p><p>4e reduces the buffs available to a party, both in strength and number, and seems to link them to per encounter or at will powers, meaning they should have them available every encounter. This immediately removes one of the reasons for deciding to rest up - running out of buff spells.</p><p></p><p>Daily powers and healing surges are the limited resources left in 4e that will motivate a party to rest (possibly action points as well, if it's possible to use more than one in a single encounter). From what we have seen, there is less ability to nova an encounter, and hence less incentive to do so. </p><p></p><p>Changing teleport and other long-distance transport spells into rituals (and likely restricting their use in other ways) will also inhibit commuter adventuring.</p><p></p><p>I expect there to be a smaller issue with 4e PCs running out of steam and having to rest.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 4100853, member: 2656"] I'm quite familiar with the 15 minute adventuring day both as a player and as a DM. As a player going through the RttToEE, we had a safe haven for much of the dwarven mines section, that allowed us to clean the place out room by room, retreating when spells ran low. Once we got teleport we just teleported in and out, with the occasional scry-and-fry (which is the ultimate extreme end of the 15-minute adventuring day phenomenon). It seems to happen naturally in high level PC-driven games where the PCs have access to enough teleports to enter and leave the adventuring area. The ability of the PCs to nova with a lot of buffing spells and their best combat spells to have a few easy fights and then leave to safety is the essence of this issue. This behavior is reinforced if the DM increases the encounter difficulties in response, as this convinces them they have to buff to have a chance of surviving an encounter, and increases the risk of a TPK if they do enter such an encounter unbuffed. I can see it would be much less of an issue in low level and/or low magic games, or games with tight IC time limits. 4e reduces the buffs available to a party, both in strength and number, and seems to link them to per encounter or at will powers, meaning they should have them available every encounter. This immediately removes one of the reasons for deciding to rest up - running out of buff spells. Daily powers and healing surges are the limited resources left in 4e that will motivate a party to rest (possibly action points as well, if it's possible to use more than one in a single encounter). From what we have seen, there is less ability to nova an encounter, and hence less incentive to do so. Changing teleport and other long-distance transport spells into rituals (and likely restricting their use in other ways) will also inhibit commuter adventuring. I expect there to be a smaller issue with 4e PCs running out of steam and having to rest. [/QUOTE]
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*Pathfinder & Starfinder
Is the 15 minute adventuring day now the 90 minute adventuring day?
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