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We don't have the 15 Minute Adventure Day Problem
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<blockquote data-quote="Schmoe" data-source="post: 4533948" data-attributes="member: 913"><p>Absolutely. When the only story going is "how much loot can we get from this dungeon," there's no reason not to be in tip-top shape for each battle.</p><p></p><p></p><p></p><p>Those are all very valid points. But for me, I guess it boils down to the fact that in any game with any sort of expendable resources, there is going to be incentive to retreat and recoup the resources before pushing on. Heck, even in something like Top Secret, where the only expendable resources might be a stick of dynamite and a single-shot pen gun, once those are gone you have some incentive to go back to base to get some more.</p><p></p><p>The only way to completely eliminate a fifteen minute adventuring day is to either completely eliminate expendable resources, or completely eliminate recovery of the resources within the scope of an adventure. The first approach doesn't feel like D&D, for better or worse. The second approach can be approximated with some adventure design, but not entirely. It seems that taking either to extreme is unlikely to satisfy most D&D players, so it all becomes a matter of how much of the FMD effect is "unfun" and to what lengths people are willing to go to eliminate it. Hence, this thread <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Schmoe, post: 4533948, member: 913"] Absolutely. When the only story going is "how much loot can we get from this dungeon," there's no reason not to be in tip-top shape for each battle. Those are all very valid points. But for me, I guess it boils down to the fact that in any game with any sort of expendable resources, there is going to be incentive to retreat and recoup the resources before pushing on. Heck, even in something like Top Secret, where the only expendable resources might be a stick of dynamite and a single-shot pen gun, once those are gone you have some incentive to go back to base to get some more. The only way to completely eliminate a fifteen minute adventuring day is to either completely eliminate expendable resources, or completely eliminate recovery of the resources within the scope of an adventure. The first approach doesn't feel like D&D, for better or worse. The second approach can be approximated with some adventure design, but not entirely. It seems that taking either to extreme is unlikely to satisfy most D&D players, so it all becomes a matter of how much of the FMD effect is "unfun" and to what lengths people are willing to go to eliminate it. Hence, this thread :) [/QUOTE]
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We don't have the 15 Minute Adventure Day Problem
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