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PF2 and the adventure day
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<blockquote data-quote="Tony Vargas" data-source="post: 7646204" data-attributes="member: 996"><p>It's as old as D&D, in a practical or de-facto sense. It's been explicit since, at the very least, 3e (of which PF1 is a clone, so yes, totally needs a prescribed 'adventuring day' to resource-balance classes vs eachother and encounters).</p><p></p><p>Any game with significant 'daily' resources (and that can be daily or just about any other time-based recharge limit) has introduced a factor that makes the quantity and difficulty of challenges faced in-between those recharges a significant factor to balancing said challenges against the capabilities of the PCs (that is, making them actually challenging). If the game also has classes and gives classes different mixes/versatility/power of such resources, then class balance also becomes dependent on that same prescribed pacing. </p><p> </p><p></p><p>Nothing about the below sounds weird...</p><p> IIRC, the prescribed day-length in 3.x (and, I assume PF is no different) was to average around 4 encounters/day. So your campaign has some single-encounter days that favor daily-resource-heavy classes, and some 3-5 encounter days that are more or less balanced. In theory, longer days could favor at-will-heavy classes. So, that averages, overall, below the prescribed length. I don't think that's at all unusual.</p><p></p><p>If you were running 5e, which expects 6-8 encounter days, and 2-3 short rests, you'd be falling well short.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7646204, member: 996"] It's as old as D&D, in a practical or de-facto sense. It's been explicit since, at the very least, 3e (of which PF1 is a clone, so yes, totally needs a prescribed 'adventuring day' to resource-balance classes vs eachother and encounters). Any game with significant 'daily' resources (and that can be daily or just about any other time-based recharge limit) has introduced a factor that makes the quantity and difficulty of challenges faced in-between those recharges a significant factor to balancing said challenges against the capabilities of the PCs (that is, making them actually challenging). If the game also has classes and gives classes different mixes/versatility/power of such resources, then class balance also becomes dependent on that same prescribed pacing. Nothing about the below sounds weird... IIRC, the prescribed day-length in 3.x (and, I assume PF is no different) was to average around 4 encounters/day. So your campaign has some single-encounter days that favor daily-resource-heavy classes, and some 3-5 encounter days that are more or less balanced. In theory, longer days could favor at-will-heavy classes. So, that averages, overall, below the prescribed length. I don't think that's at all unusual. If you were running 5e, which expects 6-8 encounter days, and 2-3 short rests, you'd be falling well short. [/QUOTE]
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