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Tomb of Horrors - example of many, or one of a kind?
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<blockquote data-quote="billd91" data-source="post: 5579953" data-attributes="member: 3400"><p>3e didn't invent it, no. But I only ever heard of it as a problem with certain play styles of 3e players.</p><p></p><p>If you ended up with a short day in 1e/2e, it was because you got your hp kicked in and ran out of healing and didn't have any time pressure. Usually, this depended on either bad luck or biting off more than you could chew.</p><p></p><p>In certain highly optimizing play styles in 3e, you added in whenever the casters blew through their higher DC spells. In 1e/2e, that wasn't much of a factor since all saves were dependent on the target, not the level of the spell. When you also consider the ease with which healing could be obtained (via spontaneous casting, cure light wounds wands), the reason for why a group of PCs might take a 15 minute day shifted substantially... for those players who made it a part of their style of play.</p><p></p><p>I mention particular styles of play because there are plenty of other styles that managed to avoid the 15 minute day. I, for example, never really encountered a 15 minute adventuring day aside from occasions when the PCs found the opposition too tough and had to make a hasty retreat and then reassessed their tactics. Running out of high save DC spells has never been an issue.</p></blockquote><p></p>
[QUOTE="billd91, post: 5579953, member: 3400"] 3e didn't invent it, no. But I only ever heard of it as a problem with certain play styles of 3e players. If you ended up with a short day in 1e/2e, it was because you got your hp kicked in and ran out of healing and didn't have any time pressure. Usually, this depended on either bad luck or biting off more than you could chew. In certain highly optimizing play styles in 3e, you added in whenever the casters blew through their higher DC spells. In 1e/2e, that wasn't much of a factor since all saves were dependent on the target, not the level of the spell. When you also consider the ease with which healing could be obtained (via spontaneous casting, cure light wounds wands), the reason for why a group of PCs might take a 15 minute day shifted substantially... for those players who made it a part of their style of play. I mention particular styles of play because there are plenty of other styles that managed to avoid the 15 minute day. I, for example, never really encountered a 15 minute adventuring day aside from occasions when the PCs found the opposition too tough and had to make a hasty retreat and then reassessed their tactics. Running out of high save DC spells has never been an issue. [/QUOTE]
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