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General Tabletop Discussion
*Pathfinder & Starfinder
Reframing the 15 min day
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<blockquote data-quote="Geron Raveneye" data-source="post: 4065236" data-attributes="member: 2268"><p>To answer the original post, I think a "solution" is dependent on the playstyle of the group.</p><p></p><p>A group that prefers dungeon-crawling in the "exploratory adventure" paradigm will usually try to find a safe spot and rest as soon as the resources are low enough to demand recharging. How long before that usually depends on their exploration speed, the encounters they have, and what resources they bring along besides their own class abilities. Also on if it is simply combat encounters that will cost rechargeable resources, or if there are traps and puzzles that draw those resources out as well. Here you can toggle the frequency of rests by modifying those encounters. I'm not saying add empty rooms, but vary the kind of encouters more (for example monster encounters that are actually social challenges, traps and puzzles that only require skill and ingenuity to be solved, etc.) On the other hand, for such a basically careful playstyle, resting when the conditions demand it is a viable choice, and should be used by the DM to test the limit of the precautions the group takes to ensure a safe resting place.</p><p></p><p>A group that prefers social challenges, or social investigative adventures, or political adventures, will have more "encounters" (more like scenes, really) that they can play through without burning their resources, which means those groups need less toggling because the "15 minute" problem doesn't really exist.</p><p></p><p>A playstyle-independent solution is to integrate elements that motivate the heroes to press on heedless of missing resources. Time limits to some important event, or keeping a quick pace (for a chase across a city/country) can make adventurers more interested in going on instead of resting for recharging. Especially the famous "ticking clock" story element seems widespread as far as I have seen.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 4065236, member: 2268"] To answer the original post, I think a "solution" is dependent on the playstyle of the group. A group that prefers dungeon-crawling in the "exploratory adventure" paradigm will usually try to find a safe spot and rest as soon as the resources are low enough to demand recharging. How long before that usually depends on their exploration speed, the encounters they have, and what resources they bring along besides their own class abilities. Also on if it is simply combat encounters that will cost rechargeable resources, or if there are traps and puzzles that draw those resources out as well. Here you can toggle the frequency of rests by modifying those encounters. I'm not saying add empty rooms, but vary the kind of encouters more (for example monster encounters that are actually social challenges, traps and puzzles that only require skill and ingenuity to be solved, etc.) On the other hand, for such a basically careful playstyle, resting when the conditions demand it is a viable choice, and should be used by the DM to test the limit of the precautions the group takes to ensure a safe resting place. A group that prefers social challenges, or social investigative adventures, or political adventures, will have more "encounters" (more like scenes, really) that they can play through without burning their resources, which means those groups need less toggling because the "15 minute" problem doesn't really exist. A playstyle-independent solution is to integrate elements that motivate the heroes to press on heedless of missing resources. Time limits to some important event, or keeping a quick pace (for a chase across a city/country) can make adventurers more interested in going on instead of resting for recharging. Especially the famous "ticking clock" story element seems widespread as far as I have seen. [/QUOTE]
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