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[Poll] 15 Minute Adventuring Day, 5e, and You
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<blockquote data-quote="77IM" data-source="post: 5973601" data-attributes="member: 12377"><p>I answered <strong>Yes.</strong> In fact, my players explicitly pursue the 15-minute adventuring day as their stated strategy! Once they've spent any per-day special abilities <em>at all</em>, they figure they might as well blow their wad and go rest. This often happens with the first encounter of the day, although sometimes there are a few mini-encounters first.</p><p></p><p>When they retreat to the woods and rest I do roll for random encounters but they've been lucky and it has just never came up in 6 whole sessions. (And I'm not going to fudge the roll, either. I'm trying to run a very "impartial" game as that seems more in the old-school spirit.) So there's generally no down-side to resting, and a huge up-side.</p><p></p><p>Conversely, death comes swiftly in the playtest. So in a bad situation, it really is helpful to unload as many spells/powers as you need to stay alive. One crit from a charging orc could end you, and at that point holding unspent dailies seems pretty silly. It also means that adventuring without a full tank of dailies is super risky. Ever-present death is a huge down-side, with no apparent up-side (you generally get the same treasure and XP by returning the next morning, except in the rare case that the monsters flee their lair during the night).</p><p></p><p>So it's pretty clear to me that the game has strong incentives towards only adventuring when full up, and no disincentives to resting. The 15-minute adventuring day is back with a <em>vengeance</em>.</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 5973601, member: 12377"] I answered [B]Yes.[/B] In fact, my players explicitly pursue the 15-minute adventuring day as their stated strategy! Once they've spent any per-day special abilities [I]at all[/I], they figure they might as well blow their wad and go rest. This often happens with the first encounter of the day, although sometimes there are a few mini-encounters first. When they retreat to the woods and rest I do roll for random encounters but they've been lucky and it has just never came up in 6 whole sessions. (And I'm not going to fudge the roll, either. I'm trying to run a very "impartial" game as that seems more in the old-school spirit.) So there's generally no down-side to resting, and a huge up-side. Conversely, death comes swiftly in the playtest. So in a bad situation, it really is helpful to unload as many spells/powers as you need to stay alive. One crit from a charging orc could end you, and at that point holding unspent dailies seems pretty silly. It also means that adventuring without a full tank of dailies is super risky. Ever-present death is a huge down-side, with no apparent up-side (you generally get the same treasure and XP by returning the next morning, except in the rare case that the monsters flee their lair during the night). So it's pretty clear to me that the game has strong incentives towards only adventuring when full up, and no disincentives to resting. The 15-minute adventuring day is back with a [I]vengeance[/I]. -- 77IM [/QUOTE]
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[Poll] 15 Minute Adventuring Day, 5e, and You
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