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"The so-called '5-Minute Workday' is Something I've Seen Regularly Playing 5E D&D" (a poll)
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<blockquote data-quote="iserith" data-source="post: 8700203" data-attributes="member: 97077"><p>Or, absolutely let the players dictate the pace of play, but help them understand the trade-offs, costs, and risks associated with it. Random encounter checks are made every X minutes or hours. The doomsday device goes off at midnight. Whatever. Then they can still drive the pace of play, but they will have to consider if they're willing to pay for dilly-dallying.</p><p></p><p>As an example of a town-to-dungeon adventure I'm running, the dungeon is 2 hours travel-time from town. Random encounter checks are made every 2 hours. They get 8 hours of adventuring and traveling per day before they have to start saving for exhaustion. So, unless they have mounts, half their day is eaten up by travel, leaving them only 4 hours to delve before they head back to the safety of town. Exploring a given area thoroughly takes 10 minutes at a minimum and sometimes more if they need to do exploration tasks sequentially or want to retry failed attempts. Meanwhile, on the first clean day after 7 days (meaning there's no strong wind or heavy rain), they know a rival, stronger adventuring party will head to that dungeon to pillage it. </p><p></p><p>Armed with that information, they can decide how they want to manage it. Do you want to short rest a lot? Sure, go ahead. That's a full 1/4 of your total delve time (if you're traveling back to town). You could save those 2 hours travel time by not going back to town and hanging out in the wilds, but now you have 8 random encounter checks coming your way, and you miss out potentially on 8 hours of engaging in useful town tasks. And of course the more resting you do, the closer we get to the rival adventurers turning up. At last night's session, Day 6, they had to really think about whether they should short rest or not at one point because time was of the essence, but they were also beat the heck up from previous encounters. Turns out they did and a random encounter came up... luckily for them it was just 10 goats that entered the dungeon to get out of the heavy rain. It could have easily been a stone giant which, had a fight broken out, meant their almost certain death!</p></blockquote><p></p>
[QUOTE="iserith, post: 8700203, member: 97077"] Or, absolutely let the players dictate the pace of play, but help them understand the trade-offs, costs, and risks associated with it. Random encounter checks are made every X minutes or hours. The doomsday device goes off at midnight. Whatever. Then they can still drive the pace of play, but they will have to consider if they're willing to pay for dilly-dallying. As an example of a town-to-dungeon adventure I'm running, the dungeon is 2 hours travel-time from town. Random encounter checks are made every 2 hours. They get 8 hours of adventuring and traveling per day before they have to start saving for exhaustion. So, unless they have mounts, half their day is eaten up by travel, leaving them only 4 hours to delve before they head back to the safety of town. Exploring a given area thoroughly takes 10 minutes at a minimum and sometimes more if they need to do exploration tasks sequentially or want to retry failed attempts. Meanwhile, on the first clean day after 7 days (meaning there's no strong wind or heavy rain), they know a rival, stronger adventuring party will head to that dungeon to pillage it. Armed with that information, they can decide how they want to manage it. Do you want to short rest a lot? Sure, go ahead. That's a full 1/4 of your total delve time (if you're traveling back to town). You could save those 2 hours travel time by not going back to town and hanging out in the wilds, but now you have 8 random encounter checks coming your way, and you miss out potentially on 8 hours of engaging in useful town tasks. And of course the more resting you do, the closer we get to the rival adventurers turning up. At last night's session, Day 6, they had to really think about whether they should short rest or not at one point because time was of the essence, but they were also beat the heck up from previous encounters. Turns out they did and a random encounter came up... luckily for them it was just 10 goats that entered the dungeon to get out of the heavy rain. It could have easily been a stone giant which, had a fight broken out, meant their almost certain death! [/QUOTE]
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"The so-called '5-Minute Workday' is Something I've Seen Regularly Playing 5E D&D" (a poll)
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