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The 15 min. adventuring day... does 4e solve it?
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<blockquote data-quote="Vocenoctum" data-source="post: 4398434" data-attributes="member: 2477"><p>In 3e, a cleric regained spells at dawn. If they were waiting 23 hours before, 18 hours isn't a difference.</p><p></p><p></p><p></p><p>If the 3e CR system was used correctly and encounters were paced correctly, it was never a problem. When one DM insisted on ambushing us with encounters that by CR shoulda killed us and we barely survived with all our powers depleted, we'd rest. After a while I just quit the campaign.</p><p></p><p>I think it's a function of a computer game mentality. I can sit down and have a meal & some water 30' from Guard #2, right after killing Guard #1 10' from him. Getting into WoW, I actually had to "retrain" my thinking to NOT conserve everything that wasn't needed. In D&D I tend to hold back powers that I think might be needed more importantly elsewhen, in WoW blowing a "3 minute cooldown" isn't a big deal if the enemies are scattered.</p><p></p><p>Many players don't conserve at all though. I've seen some mage players that start with their biggest spells in the first encounter. It's not the systems fault, and I don't think 4e nullifies it. I do think 4e had a sort of "squishing" effect, so the "big bad spells" aren't as big & bad, while the "I pull out my crossbow" replacement of "at will" spells is more flavorful and powerful.</p><p></p><p></p><p>All in all, 4e doesn't remove the 15minute day, but it greatly reduces the need. Once folks get used to it, I think it'll reduce even more.</p><p></p><p>I did laugh quite a bit though, when I realized they consider going two encounters without resting a "milestone". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Vocenoctum, post: 4398434, member: 2477"] In 3e, a cleric regained spells at dawn. If they were waiting 23 hours before, 18 hours isn't a difference. If the 3e CR system was used correctly and encounters were paced correctly, it was never a problem. When one DM insisted on ambushing us with encounters that by CR shoulda killed us and we barely survived with all our powers depleted, we'd rest. After a while I just quit the campaign. I think it's a function of a computer game mentality. I can sit down and have a meal & some water 30' from Guard #2, right after killing Guard #1 10' from him. Getting into WoW, I actually had to "retrain" my thinking to NOT conserve everything that wasn't needed. In D&D I tend to hold back powers that I think might be needed more importantly elsewhen, in WoW blowing a "3 minute cooldown" isn't a big deal if the enemies are scattered. Many players don't conserve at all though. I've seen some mage players that start with their biggest spells in the first encounter. It's not the systems fault, and I don't think 4e nullifies it. I do think 4e had a sort of "squishing" effect, so the "big bad spells" aren't as big & bad, while the "I pull out my crossbow" replacement of "at will" spells is more flavorful and powerful. All in all, 4e doesn't remove the 15minute day, but it greatly reduces the need. Once folks get used to it, I think it'll reduce even more. I did laugh quite a bit though, when I realized they consider going two encounters without resting a "milestone". :) [/QUOTE]
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