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No More 15-Minute Adventuring Day: Campsites
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<blockquote data-quote="Fanaelialae" data-source="post: 5756952" data-attributes="member: 53980"><p>I've seen the 15 minute workday with spells left. All it requires is a DM who's willing to let the PCs rest after one or two encounters, and also enjoys using a nasty wandering monster table (with CR+3 encounters if you're unlucky enough to roll a 1 on said table). This applies doubly if he rolls twice on the table for every night.</p><p></p><p>In that scenario (which I've witnessed) the players in general and the spellcasters in particular will horde their resources like you wouldn't believe. Because the first time they roll two nat 1s in the same night, they will have to fight two CR+3 (it might even have been CR+4 or CR+5) encounters just to rest. Players in that situation rapidly learn to keep at least half their resources in reserve, because a single nat 1 is rough, while two can be disasterous even with half your resources.</p><p></p><p>As such, you end up with a 15-minute workday with spells held in reserve.</p><p></p><p>Bad DMing? IMO, yes. Or at the very least a poor grasp of certain aspects of the 3.x system, and their repercussions. Nonetheless, I've seen it happen.</p><p></p><p></p><p>I have to agree with [MENTION=40166]prosfilaes[/MENTION], playing a mage of the "two or three spells an encounter" style isn't my idea of fun. I've been in a group like that and it was basically the mage and her bloody janitors. The mage would effectively win the fight in round one or two (usually by casting web) and then hang back, coup de gracing and offering basic support. Massively boring for the rest of us, who'd have to slog through the remaining creatures without any real sense of danger or challenge.</p><p></p><p>If it works for you, great. Definitely didn't find it to be my cup of tea though.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5756952, member: 53980"] I've seen the 15 minute workday with spells left. All it requires is a DM who's willing to let the PCs rest after one or two encounters, and also enjoys using a nasty wandering monster table (with CR+3 encounters if you're unlucky enough to roll a 1 on said table). This applies doubly if he rolls twice on the table for every night. In that scenario (which I've witnessed) the players in general and the spellcasters in particular will horde their resources like you wouldn't believe. Because the first time they roll two nat 1s in the same night, they will have to fight two CR+3 (it might even have been CR+4 or CR+5) encounters just to rest. Players in that situation rapidly learn to keep at least half their resources in reserve, because a single nat 1 is rough, while two can be disasterous even with half your resources. As such, you end up with a 15-minute workday with spells held in reserve. Bad DMing? IMO, yes. Or at the very least a poor grasp of certain aspects of the 3.x system, and their repercussions. Nonetheless, I've seen it happen. I have to agree with [MENTION=40166]prosfilaes[/MENTION], playing a mage of the "two or three spells an encounter" style isn't my idea of fun. I've been in a group like that and it was basically the mage and her bloody janitors. The mage would effectively win the fight in round one or two (usually by casting web) and then hang back, coup de gracing and offering basic support. Massively boring for the rest of us, who'd have to slog through the remaining creatures without any real sense of danger or challenge. If it works for you, great. Definitely didn't find it to be my cup of tea though. [/QUOTE]
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