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Rule of Three 2/28
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<blockquote data-quote="Li Shenron" data-source="post: 5838110" data-attributes="member: 1465"><p>I think the whole 15-min-day problem happens very rarely because people realize that it sucks to play the game like that, but still it's a problem because they still have in mind the temptation of trying that when an adventure gets tough.</p><p></p><p>The actual original problem is that a lot of people have a certain ideal of an adventure with MANY encounters. Players are more attracted by the idea of taking on "the world's largest dungeon" than a place with 3-4 battles only. Unless you make most of those encounters mostly unchallenging (which means less fun), there is no way that the D&D rules can allow that kind of scenario.</p><p></p><p>So if you really want to play like WoW, where you can just endlessly keep fighting with small rests in-between, be honest with yourself and abolish all the limits on spells per day and similarly limited abilities, or alternatively (if you still want the limits during each encounter) just "refresh" them all with 1-minutes rest and move along.</p><p></p><p>It's simply that D&D was never designed with that type of adventures in mind. Daily-limited resources were apparently considered a fundamental part of the original idea of D&D as a tactical game with encounters on the small scale. I think it is much easier to first design the core rules about such idea, and then suggest additional rules (short rest, refresh, automatic healing...) to stretch the limits as much as you want, rather than trying to cater the endless-encounters scenario with the first shot... just my 2cp.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5838110, member: 1465"] I think the whole 15-min-day problem happens very rarely because people realize that it sucks to play the game like that, but still it's a problem because they still have in mind the temptation of trying that when an adventure gets tough. The actual original problem is that a lot of people have a certain ideal of an adventure with MANY encounters. Players are more attracted by the idea of taking on "the world's largest dungeon" than a place with 3-4 battles only. Unless you make most of those encounters mostly unchallenging (which means less fun), there is no way that the D&D rules can allow that kind of scenario. So if you really want to play like WoW, where you can just endlessly keep fighting with small rests in-between, be honest with yourself and abolish all the limits on spells per day and similarly limited abilities, or alternatively (if you still want the limits during each encounter) just "refresh" them all with 1-minutes rest and move along. It's simply that D&D was never designed with that type of adventures in mind. Daily-limited resources were apparently considered a fundamental part of the original idea of D&D as a tactical game with encounters on the small scale. I think it is much easier to first design the core rules about such idea, and then suggest additional rules (short rest, refresh, automatic healing...) to stretch the limits as much as you want, rather than trying to cater the endless-encounters scenario with the first shot... just my 2cp. [/QUOTE]
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