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The 15 min. adventuring day... does 4e solve it?
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<blockquote data-quote="Vocenoctum" data-source="post: 4401084" data-attributes="member: 2477"><p>I'm not a fan of Necromancer adventures, because for me their "1st edition feel!" was nothing more than over CR encounters designed to "challenge" by being difficult. It's easy to make a level 5 dungeon "challenging" by stocking it with CR9 beasties.</p><p></p><p>For me, the biggest offender though was the Mearls Dungeon (Three Faces of Evil sound right?) where there's a center room, with three temples branching off it. It temple was numerous encounters of CR equivalent.</p><p></p><p>So, the DMG says a CR equivalent encounter depletes 20% of your resources in spells and expenditures. The module had no place for the characters to logically hole up in. It was not readily accessible to fight & retreat, and the only way the temples would not notice half their buddies missing was through the mechanic of "the temples don't really socialize".</p><p></p><p>For me the 15MinuteDay is when the party sees a hallway with 2 doors to either side, and a set of double doors at the end. They clear the 4 side rooms, but since the monsters therein were all CR=PL, they are now underpowered to continue, so they retreat. When they are renewed again, they return to face whatever is behind the double doors and continue on.</p></blockquote><p></p>
[QUOTE="Vocenoctum, post: 4401084, member: 2477"] I'm not a fan of Necromancer adventures, because for me their "1st edition feel!" was nothing more than over CR encounters designed to "challenge" by being difficult. It's easy to make a level 5 dungeon "challenging" by stocking it with CR9 beasties. For me, the biggest offender though was the Mearls Dungeon (Three Faces of Evil sound right?) where there's a center room, with three temples branching off it. It temple was numerous encounters of CR equivalent. So, the DMG says a CR equivalent encounter depletes 20% of your resources in spells and expenditures. The module had no place for the characters to logically hole up in. It was not readily accessible to fight & retreat, and the only way the temples would not notice half their buddies missing was through the mechanic of "the temples don't really socialize". For me the 15MinuteDay is when the party sees a hallway with 2 doors to either side, and a set of double doors at the end. They clear the 4 side rooms, but since the monsters therein were all CR=PL, they are now underpowered to continue, so they retreat. When they are renewed again, they return to face whatever is behind the double doors and continue on. [/QUOTE]
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The 15 min. adventuring day... does 4e solve it?
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