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<blockquote data-quote="Gilbetron" data-source="post: 5938048" data-attributes="member: 19811"><p>The clue to avoid the "15-minute adventuring day" is right in the phrase itself: "day". Daily powers are what cause the syndrome, and if you have them, you'll keep the syndrome. I think 5E went the wrong way by getting rid of encounters and keeping dailies. </p><p></p><p>My group switched to Fantasy Craft from 4E, and we love it. It doesn't have the 15-minute adventuring day syndrome at all - but that's because it doesn't have dailies or weeklies or monthlies or anything like that. Rather, almost all of its abilities/powers/etc run on abstract times (except the equivalent to at-will). There are scene-based, session-base, and adventure-based refresh rates. It removes the option of "lets refresh our powers by doing nothing". A player can often choose to do nothing for the rest of a day to get a recharge. A player cannot end an adventure to refresh a power. </p><p></p><p>If such abstract times are difficult to accept for people, then you are going to be stuck with the 15-minute adventuring day.</p><p></p><p>Going with my newly found "try to please even those player styles I don't like" mantra, I guess I'd like to see options for time-keeping. In the Abstract module, you have Encounter, Session, and Adventure powers. In the Concrete module, you have, say, powers that refresh every Hour, Day, and Week, or some such. I think Abstract works better for the game and makes things more fun, but some people want the Concrete, so let's make sure it is in there!</p></blockquote><p></p>
[QUOTE="Gilbetron, post: 5938048, member: 19811"] The clue to avoid the "15-minute adventuring day" is right in the phrase itself: "day". Daily powers are what cause the syndrome, and if you have them, you'll keep the syndrome. I think 5E went the wrong way by getting rid of encounters and keeping dailies. My group switched to Fantasy Craft from 4E, and we love it. It doesn't have the 15-minute adventuring day syndrome at all - but that's because it doesn't have dailies or weeklies or monthlies or anything like that. Rather, almost all of its abilities/powers/etc run on abstract times (except the equivalent to at-will). There are scene-based, session-base, and adventure-based refresh rates. It removes the option of "lets refresh our powers by doing nothing". A player can often choose to do nothing for the rest of a day to get a recharge. A player cannot end an adventure to refresh a power. If such abstract times are difficult to accept for people, then you are going to be stuck with the 15-minute adventuring day. Going with my newly found "try to please even those player styles I don't like" mantra, I guess I'd like to see options for time-keeping. In the Abstract module, you have Encounter, Session, and Adventure powers. In the Concrete module, you have, say, powers that refresh every Hour, Day, and Week, or some such. I think Abstract works better for the game and makes things more fun, but some people want the Concrete, so let's make sure it is in there! [/QUOTE]
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