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<blockquote data-quote="Tyler Do'Urden" data-source="post: 7900986" data-attributes="member: 4601"><p>If you can get away with the "15 minute adventuring day", your DM just sucks. The only time that should ever be an option is:</p><p>1. When you have spells like Leomund's Tiny Hut/Mord's Magnificent Mansion, and your enemies are not magically sophisticated enough to understand/deal with this.</p><p>2. When your adventure is against a target that consists only of mindless, non-volitional creatures (ancient tombs, perhaps).</p><p></p><p>Any other time, if you've raised the alarm, you'd better be prepared to finish the job. Not only that, I've frequently run games on a time crunch - if you only have six hours until the princess is sacrificed, or two days until the coronation, or the curse will kill the whole party if you don't eliminate it in a day... yeah, you don't have much time to rest.</p></blockquote><p></p>
[QUOTE="Tyler Do'Urden, post: 7900986, member: 4601"] If you can get away with the "15 minute adventuring day", your DM just sucks. The only time that should ever be an option is: 1. When you have spells like Leomund's Tiny Hut/Mord's Magnificent Mansion, and your enemies are not magically sophisticated enough to understand/deal with this. 2. When your adventure is against a target that consists only of mindless, non-volitional creatures (ancient tombs, perhaps). Any other time, if you've raised the alarm, you'd better be prepared to finish the job. Not only that, I've frequently run games on a time crunch - if you only have six hours until the princess is sacrificed, or two days until the coronation, or the curse will kill the whole party if you don't eliminate it in a day... yeah, you don't have much time to rest. [/QUOTE]
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