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We don't have the 15 Minute Adventure Day Problem
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<blockquote data-quote="joethelawyer" data-source="post: 4531358" data-attributes="member: 55764"><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">I have read about this issue in many threads. Maybe we do it differently, but we don't have that problem. I think that's because of 2 main reasons. </span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">(For the record we play a 3.0 base game, with no prestige classes allowed, </span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px">[FONT=&quot]Ability Score Buff Spells: do not exist.</span></span><span style="font-size: 10px">[FONT=&quot] Save buff spells: do not exist.[/FONT][FONT=&quot]Ability Score increasing items: do not exist. magic items giving a + to something lke attack or AC are limited to a max benefit depending on player level. Players can only memorize/pray for spells once every 24 hour period.)[/FONT]</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">First, for our group not every encounter is a CR approaching our level. Sometimes a 15th level group just opens the door and there is a room full of 4 orcs, waiting to be slaughtered. Therefore we never say "Wait, I am out of spells, and we know that room is likely full of bad guys nearly as tough as us, so lets go rest and memorize and pray." More often, we know the room is full of bad guys a lot less powerful than us. We do this because we like to level slower. We are far from the 11 encounters per level thing, as described in the dmg.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Second, the DM purposefully never lets us rest. He makes every game a war of attrition. Usually its because of a timeframe, where we know other things are happening, and if we can do our part of the mission fast other pieces fall into place favorably. Knowing we wont be able to rest when needed, we conserve our resources, and try to out-think the DM to overcome situations, rather than fight and blast our way through them. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Many times we've walked into a room almost out of spells, out of healing and low on HP, but we have to keep going and fight. It makes even lower CR encounters interesting. Basically, no rest until a mission is completed. We tend not to do long dungeon crawl type adventures, so it works out well. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">We're never bored, and never feel unchallenged, because we dont look at challenges in terms of one encounter which we beat easily. We look at the challenge as the whole mission, which we know will get harder the longer we go, due in no small part to the fact that we will get weaker and less powerful the longer we go.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Just my 2 cents.</span></p><p><span style="font-size: 10px"></span>[/FONT]</p></blockquote><p></p>
[QUOTE="joethelawyer, post: 4531358, member: 55764"] [FONT=Verdana][SIZE=2]I have read about this issue in many threads. Maybe we do it differently, but we don't have that problem. I think that's because of 2 main reasons. (For the record we play a 3.0 base game, with no prestige classes allowed, [/SIZE][/FONT] [FONT=Verdana][SIZE=2][FONT="]Ability Score Buff Spells: do not exist.[/SIZE][/FONT][SIZE=2][FONT="] Save buff spells: do not exist.[/FONT][FONT="]Ability Score increasing items: do not exist. magic items giving a + to something lke attack or AC are limited to a max benefit depending on player level. Players can only memorize/pray for spells once every 24 hour period.)[/FONT] First, for our group not every encounter is a CR approaching our level. Sometimes a 15th level group just opens the door and there is a room full of 4 orcs, waiting to be slaughtered. Therefore we never say "Wait, I am out of spells, and we know that room is likely full of bad guys nearly as tough as us, so lets go rest and memorize and pray." More often, we know the room is full of bad guys a lot less powerful than us. We do this because we like to level slower. We are far from the 11 encounters per level thing, as described in the dmg. Second, the DM purposefully never lets us rest. He makes every game a war of attrition. Usually its because of a timeframe, where we know other things are happening, and if we can do our part of the mission fast other pieces fall into place favorably. Knowing we wont be able to rest when needed, we conserve our resources, and try to out-think the DM to overcome situations, rather than fight and blast our way through them. Many times we've walked into a room almost out of spells, out of healing and low on HP, but we have to keep going and fight. It makes even lower CR encounters interesting. Basically, no rest until a mission is completed. We tend not to do long dungeon crawl type adventures, so it works out well. We're never bored, and never feel unchallenged, because we dont look at challenges in terms of one encounter which we beat easily. We look at the challenge as the whole mission, which we know will get harder the longer we go, due in no small part to the fact that we will get weaker and less powerful the longer we go. Just my 2 cents. [/SIZE][/FONT] [/QUOTE]
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