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General Tabletop Discussion
*Pathfinder & Starfinder
Solutions to the 15 minute adventuring day: carrots and sticks.
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<blockquote data-quote="pemerton" data-source="post: 5976027" data-attributes="member: 42582"><p>Yes. Rolemaster has big issues with the 15-minute day for just this reason.</p><p></p><p>As I said in another thread, I don't think this is necessarily true. If resources are recharged on a short rest/per encounter cycle, then you can have a (tactical) resource management game without generating the 15 minute day (this is mostly how 4e plays in my experience, at least until surges get low). You can also have non-rechargeable resources (in RQ that is some forms of spellcasting; in D&D, that would be potions, scrolls etc) which only generate an incentive to run/rest if they can be reliable replaced - and that is more doubtful, and more easily made doubtful as a feature of world and scenario design, than recovering resources via resting.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5976027, member: 42582"] Yes. Rolemaster has big issues with the 15-minute day for just this reason. As I said in another thread, I don't think this is necessarily true. If resources are recharged on a short rest/per encounter cycle, then you can have a (tactical) resource management game without generating the 15 minute day (this is mostly how 4e plays in my experience, at least until surges get low). You can also have non-rechargeable resources (in RQ that is some forms of spellcasting; in D&D, that would be potions, scrolls etc) which only generate an incentive to run/rest if they can be reliable replaced - and that is more doubtful, and more easily made doubtful as a feature of world and scenario design, than recovering resources via resting. [/QUOTE]
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Community
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*Pathfinder & Starfinder
Solutions to the 15 minute adventuring day: carrots and sticks.
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