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<blockquote data-quote="Voadam" data-source="post: 8876522" data-attributes="member: 2209"><p>I don't know.</p><p></p><p>I think the most you can expect to handle fighting in an adventuring day is not the same as expect the average adventure day to be fighting the most you can handle in a game day.</p><p></p><p>In the analysis above they take a quote about a "full adventure day" which with no other context seems to refer to the most you can fight in an adventure day and seems to conflate that into designed average "adventure days."</p><p></p><p></p><p></p><p>I think there is a good argument there that this full adventuring day is designed for combat encounters, but automatically conflating max expected to handle with baseline for adventuring and adventure design seems off.</p><p></p><p>I can even see an argument that they designed classes to balance at this max handling combat point so that short rests and long rest based classes are balanced when there are two short rests dividing the day evenly. I think this seems to be the case and this can give an edge to long rest based nova classes when there are fewer short rests per encounter or long rest on average than those two short rests in a full adventuring day.</p><p></p><p>I don't see an argument that xp here needs any specific average adventuring day length to make sense or that adventures should be assumed to do cumulative serial combats up to the edge of failure but no farther every adventuring day.</p><p></p><p>The classes being balanced at the full adventuring day is an issue because that can mean balance issues when not doing a full adventuring day, but that is only an indirect incentive to design adventure days to baseline be full adventuring days.</p><p></p><p>There could be other quotes from the DMG that state more directly an assumed full adventure day, but I don't see it from here.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8876522, member: 2209"] I don't know. I think the most you can expect to handle fighting in an adventuring day is not the same as expect the average adventure day to be fighting the most you can handle in a game day. In the analysis above they take a quote about a "full adventure day" which with no other context seems to refer to the most you can fight in an adventure day and seems to conflate that into designed average "adventure days." I think there is a good argument there that this full adventuring day is designed for combat encounters, but automatically conflating max expected to handle with baseline for adventuring and adventure design seems off. I can even see an argument that they designed classes to balance at this max handling combat point so that short rests and long rest based classes are balanced when there are two short rests dividing the day evenly. I think this seems to be the case and this can give an edge to long rest based nova classes when there are fewer short rests per encounter or long rest on average than those two short rests in a full adventuring day. I don't see an argument that xp here needs any specific average adventuring day length to make sense or that adventures should be assumed to do cumulative serial combats up to the edge of failure but no farther every adventuring day. The classes being balanced at the full adventuring day is an issue because that can mean balance issues when not doing a full adventuring day, but that is only an indirect incentive to design adventure days to baseline be full adventuring days. There could be other quotes from the DMG that state more directly an assumed full adventure day, but I don't see it from here. [/QUOTE]
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