Only if anybody else also takes their break when the characters do. Like you said: People know how the physics of magic work and will exploit it to the limit if they know that their adversaries will take the rest of the day off after 15 mins of fighting.Dausuul said:the 15-minute adventuring day is an eminently logical strategy for people engaged in such dangerous pursuits as adventuring.
Dr. Awkward said:Or that, you know, roleplaying has anything to do with these problems at all? Or that there is something inherently superior about whatever it is he means by "roleplaying" compared to a more "beer & pretzels" style? Or that pretending a problem doesn't exist "because my character wouldn't want to stop going even though we're out of resources" is anything to be proud of?
Hussar said:Unless, of course, you change groups. Or play in the RPGA. Or actually want to keep your game as close to RAW as possible to make life easier when running published adventures. Or... or... or.
And there's the rub isn't it? A "good DM" won't let you get away with it. So, even though the rules are bad, it can be fixed with a "good DM", so, we should never change the rules?
Mirtek said:Only if anybody else also takes their break when the characters do. Like you said: People know how the physics of magic work and will exploit it to the limit if they know that their adversaries will take the rest of the day off after 15 mins of fighting.
The party might retreat to rest, but after the have rested, the adventure is already over, because the other side did not rest.
Dausuul said:In a world with D&D-style Vancian magic, where the basic "laws of magic" (casters have a limit on how many spells they can prepare, and must stop and rest before they can prepare new ones) are well known to the characters, the 15-minute adventuring day is an eminently logical strategy for people engaged in such dangerous pursuits as adventuring.
Mirtek said:Only if anybody else also takes their break when the characters do. Like you said: People know how the physics of magic work and will exploit it to the limit if they know that their adversaries will take the rest of the day off after 15 mins of fighting.
The party might retreat to rest, but after the have rested, the adventure is already over, because the other side did not rest.
MaelStorm said:off-topic remark
I hope (after StarCraftII) that they will one day release Diablo 3. There are a lot of people out there waiting for Blizzard to move their ass a 'lil bit and get to work! Diablo 2 was (aside HoMM 3 and 5) my favorite computer game of all time.
If the other sides plans involve fighting, they will also suffer from the 15 minutes.Mirtek said:Only if anybody else also takes their break when the characters do. Like you said: People know how the physics of magic work and will exploit it to the limit if they know that their adversaries will take the rest of the day off after 15 mins of fighting.
The party might retreat to rest, but after the have rested, the adventure is already over, because the other side did not rest.
Celebrim said:Interesting. I thought Diablo II was a major step backword from Diablo I.
a) There were no longer any true random areas. This greatly harmed the games replayability and interest, because you could predict where everything was going to be after the first time you saw it.
b) The gameplay never really seemed to change. This greatly harmed the games replayability.
c) By far the hardest fight of the game (Durial) occurs in the middle.
d) Although I can't say I'll ever miss Diablo I's perpensity for staircase fights, I never found myself engaged in the sort of square to square tactics essential to beating Diablo I while playing Diablo II. In short, Diablo 2 was really really easy. The only times I ever found myself dying after beating Durial for the first time (Durial came as a shock the first time), was when I became so bored I was no longer paying attention. After Durial, the other bosses were pretty, but anti-climatic. I see absolutely no problem in beating Diablo 2 in 'hardcore' mode, except that it would require that I like the game far more than I can myself do.
e) Much of the games appeal seems to rely on loot chasing for its own sake. I can't say I understand that. For one thing, at higher levels especially, one of the attractions of the game (using items probably unique to your character) tends to go away, as everyone is approaching the same sort of kit. Besides, if all you want is 'the best stuff', you can always cheat and get a trainer.
I stopped playing after beating Nightmare with several different classes. I couldn't muster any additional interest.
I think that shows that you can have a game in which two people share a common interest, in this case Diablo I, but that it can be very difficult to extend that game in a way that both people are happy with. The direction that they took Diablo was very different than the direction I wanted to see them take Diablo when I considered what I liked and what I didn't like about the game. But apparantly it was in the direction which you wanted to see the game taken.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.