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The 15 min. adventuring day... does 4e solve it?
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<blockquote data-quote="Doug McCrae" data-source="post: 4400882" data-attributes="member: 21169"><p>That's a great idea. An alternative would be resources which recover only after multiple encounters - say 3 or 5 - which would mean you wouldn't have the problem of defining 'adventure'.</p><p></p><p>Imo D&D has never (and I would include 4e in this) handled dungeon resource management as well as it should have, particularly when it's supposed to be a great strength of the system. Every edition is vulnerable to the 15 min day, requiring the DM to fix it with revenge squads and time dependent adventures. The typical dungeon isn't time dependent and tombs and similar ancient loot storage facilities don't have revenge squads. It's very weird that the D&D system isn't particularly well geared towards handling dungeons and fails completely when you try to run a tomb. I guess DMs have got so used to coming up with work arounds for these problems, they just don't notice it any more.</p><p></p><p>On a bit of a tangent, here's another example. Monte Cook's (in many ways brilliant) module, Vault Of The Iron Overlord, falls down dead if the PCs break through the walls, forcing the writer to create a ludicrously implausible fix - an imperceptible ever present magical gas which kills the PCs if they cheat. If the PCs come up with a way to bypass the gas the adventure becomes a non-adventure. Just another example of the way D&D doesn't handle dungeons particularly well.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 4400882, member: 21169"] That's a great idea. An alternative would be resources which recover only after multiple encounters - say 3 or 5 - which would mean you wouldn't have the problem of defining 'adventure'. Imo D&D has never (and I would include 4e in this) handled dungeon resource management as well as it should have, particularly when it's supposed to be a great strength of the system. Every edition is vulnerable to the 15 min day, requiring the DM to fix it with revenge squads and time dependent adventures. The typical dungeon isn't time dependent and tombs and similar ancient loot storage facilities don't have revenge squads. It's very weird that the D&D system isn't particularly well geared towards handling dungeons and fails completely when you try to run a tomb. I guess DMs have got so used to coming up with work arounds for these problems, they just don't notice it any more. On a bit of a tangent, here's another example. Monte Cook's (in many ways brilliant) module, Vault Of The Iron Overlord, falls down dead if the PCs break through the walls, forcing the writer to create a ludicrously implausible fix - an imperceptible ever present magical gas which kills the PCs if they cheat. If the PCs come up with a way to bypass the gas the adventure becomes a non-adventure. Just another example of the way D&D doesn't handle dungeons particularly well. [/QUOTE]
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The 15 min. adventuring day... does 4e solve it?
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