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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5977640" data-attributes="member: 710"><p>But you can see that the balance implications of 15 minute adventuring day could be a problem for some players (maybe even in your group) - 12 hour adventuring day - Fighters may outshine Wizards, because the Wizards run out of spells. 15 minute adventuring day: Wizards outshine Fighters as they can do more in that time with spells than the fighter can hope to achieve with regular attacks.</p><p></p><p>For you, there is of course a problem besides that - 15 minute adventuring days are benefitial to the party, because it's safest when they are fully loaded with spells. But in some groups, fixing the balance problem may be more improtant, because people simply want to see their characters achieve things in game, including in mechanical terms, and wizards truely get that wtih 15 minute adventure days (thus will try to rest often and early), and Fighters if they can move (thus trying to avoid rests), leading to group conflicts. A conflict that the Wizard usually has the easiest to dicate the outcome of, since he has a bunch of tools to facilitate early rests (Rope Trick, Teleport etc.).</p><p>If the Wizard and Fighter are balanced equally over 15 minute or 12 hour adventure days, then you remove one source of tension. Now you only need to discuss with the party whether they are willing to take some risks and avoid the 15 minute adventuring day. I think that may be easier than trying to achieve the same when one class becomes favored and another disfavored in such a situation. </p><p>And if discussion fails (or maybe they agree, but find it just too hard to ignore the opportunities to rest magic allows them), you can use house rules to remove rest-enabling spells. ALl without worrying about balance implications (or having one of your players worrying about it.)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5977640, member: 710"] But you can see that the balance implications of 15 minute adventuring day could be a problem for some players (maybe even in your group) - 12 hour adventuring day - Fighters may outshine Wizards, because the Wizards run out of spells. 15 minute adventuring day: Wizards outshine Fighters as they can do more in that time with spells than the fighter can hope to achieve with regular attacks. For you, there is of course a problem besides that - 15 minute adventuring days are benefitial to the party, because it's safest when they are fully loaded with spells. But in some groups, fixing the balance problem may be more improtant, because people simply want to see their characters achieve things in game, including in mechanical terms, and wizards truely get that wtih 15 minute adventure days (thus will try to rest often and early), and Fighters if they can move (thus trying to avoid rests), leading to group conflicts. A conflict that the Wizard usually has the easiest to dicate the outcome of, since he has a bunch of tools to facilitate early rests (Rope Trick, Teleport etc.). If the Wizard and Fighter are balanced equally over 15 minute or 12 hour adventure days, then you remove one source of tension. Now you only need to discuss with the party whether they are willing to take some risks and avoid the 15 minute adventuring day. I think that may be easier than trying to achieve the same when one class becomes favored and another disfavored in such a situation. And if discussion fails (or maybe they agree, but find it just too hard to ignore the opportunities to rest magic allows them), you can use house rules to remove rest-enabling spells. ALl without worrying about balance implications (or having one of your players worrying about it.) [/QUOTE]
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