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The 15 min. adventuring day... does 4e solve it?
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<blockquote data-quote="delericho" data-source="post: 4398595" data-attributes="member: 22424"><p>To be fair, though, as 3e went on many pre-published adventures (and notably the Paizo adventure paths) tended to abandon the 'correct' pacing of encounters in favour of fewer, tougher encounters (indeed, I believe one of the Design & Development articles mention that this was the case - that the expectation of 13 encounters per level had shifted to be more like 10 or even 8).</p><p></p><p>Of course, if each encounter is tougher, each will use up more resource, and so the party will have to rest more often. Take this too far and you get the 15-minute adventuring day.</p><p></p><p>However, even with that I'm really not sure the 15-minute day is really that much of a problem. So the PCs only complete one encounter in the day, so what? It's not like the players around the table actually have to wait a day before they carry on, all it takes is for the players to say "the Wizard casts <em>rope trick</em> and we wait out the day", and for the DM to say, "okay, the next day, you proceed onwards..." and you're done. And, if that <em>really</em> bothers you, you could always just replace the 'replace expended spells with 8 hours rest' with 'replace expended spells after an hour's rest' and go from there. Since it's bound to be little more than a handwave most of the time, does it really matter <em>which</em> handwave you use?</p></blockquote><p></p>
[QUOTE="delericho, post: 4398595, member: 22424"] To be fair, though, as 3e went on many pre-published adventures (and notably the Paizo adventure paths) tended to abandon the 'correct' pacing of encounters in favour of fewer, tougher encounters (indeed, I believe one of the Design & Development articles mention that this was the case - that the expectation of 13 encounters per level had shifted to be more like 10 or even 8). Of course, if each encounter is tougher, each will use up more resource, and so the party will have to rest more often. Take this too far and you get the 15-minute adventuring day. However, even with that I'm really not sure the 15-minute day is really that much of a problem. So the PCs only complete one encounter in the day, so what? It's not like the players around the table actually have to wait a day before they carry on, all it takes is for the players to say "the Wizard casts [i]rope trick[/i] and we wait out the day", and for the DM to say, "okay, the next day, you proceed onwards..." and you're done. And, if that [i]really[/i] bothers you, you could always just replace the 'replace expended spells with 8 hours rest' with 'replace expended spells after an hour's rest' and go from there. Since it's bound to be little more than a handwave most of the time, does it really matter [i]which[/i] handwave you use? [/QUOTE]
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The 15 min. adventuring day... does 4e solve it?
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