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Mearls: The core of D&D
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<blockquote data-quote="Raven Crowking" data-source="post: 5604815" data-attributes="member: 18280"><p>Sure, it is.</p><p></p><p>If you can face each challenge with all your resources, then it makes sense to do so. The strength of the "nova" -- how much extra bang you get -- makes a difference, sure. The more finely "balanced" encounters are to an expected level of PC strength, the more useful it is to have any additional strength you can.</p><p></p><p>Nor is it simply that "3e of all editions removed all threat of resting in a dangerous area due to various spells', but that it was during the 3e era that DMs were first encouraged to cut any "unimportant" non-plot encounters.</p><p></p><p>This last is a direct result of "bang per buck": In 3e, esp. as you level, combats take so long that a wandering monster can eat up significant play time.</p><p></p><p>So (1) knife-edge balance + (2) no penalty for resting = 15-minute adventuring day.</p><p></p><p></p><p></p><p>Nah, I'm the person that has claimed that the fifteen minute working day never <em><strong>had to</strong></em> exist. In any edition, you can include penalties for resting that remove the problem. If you couple these penalties with a broader range of combats (so that the PCs don't always seem to be walking the knife's edge), the problem pretty well disappears.</p><p></p><p>(And that removing those factors pretty easily removes the problem is strong evidence, IMHO, that those factors are the real culprit.)</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5604815, member: 18280"] Sure, it is. If you can face each challenge with all your resources, then it makes sense to do so. The strength of the "nova" -- how much extra bang you get -- makes a difference, sure. The more finely "balanced" encounters are to an expected level of PC strength, the more useful it is to have any additional strength you can. Nor is it simply that "3e of all editions removed all threat of resting in a dangerous area due to various spells', but that it was during the 3e era that DMs were first encouraged to cut any "unimportant" non-plot encounters. This last is a direct result of "bang per buck": In 3e, esp. as you level, combats take so long that a wandering monster can eat up significant play time. So (1) knife-edge balance + (2) no penalty for resting = 15-minute adventuring day. Nah, I'm the person that has claimed that the fifteen minute working day never [I][B]had to[/B][/I] exist. In any edition, you can include penalties for resting that remove the problem. If you couple these penalties with a broader range of combats (so that the PCs don't always seem to be walking the knife's edge), the problem pretty well disappears. (And that removing those factors pretty easily removes the problem is strong evidence, IMHO, that those factors are the real culprit.) RC [/QUOTE]
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