Delta said:
So here I'm piling onto this discussion. I'm an old-time gamer -- I've also never seen the 15-minute day problem in person. In classic D&D, there'd be a number of things I can think of that prevent it:
(1) Wandering Monsters. You've got a trope of random hostiles that are around gameplay-wise specifically to suck down resources if you don't find ways to conserve them. Particularly in the context of big dungeons, the further you push down, the less advantage you get from running all the way back to a safe location before returning.
Wandering monsters is held up as an example every time this issue comes up. There's several problems with this idea though. First off, finding a secure place to hole up usually isn't a large problem. That's what secret doors are for aren't they? I mean, if you find that room that no one has gone into in a hundred years, you've got a perfectly good place to hole up and rest any time you want to.
Never mind that a DM that keeps chucking monster after monster at the party regardless of the precautions they take will simply result in the party leaving the dungeon, which comes back to the whole 15 minute adventuring day thing anyway.
(2) Monsters that Reinforce & Counterattack. This had sizable sections in the original 1E DMG, and most 1E adventures. If you left off when you had the advantage, it would come back to haunt you.
Let's not forget that in 1e D&D, PC parties were enormously more powerful than most of the monsters they faced. Monsters simply couldn't do that much damage to PC's, if they could even hit them in the first place. Getting a 0 AC or lower wasn't all that tricky. You got your full Dex bonus regardless of armor and plate mail and shield wasn't all that expensive. Even at 1st level, with a 16 Dex and chain and shield, you had an AC 3. Pretty much any monster you would face at that level had a 20% chance of hitting you and would only do a d8 points of damage at best. By sixth level, you were more or less invincible.
(3) Opposing Adventuring Parties. Original D&D also assumed that the DM had multiple adventuring parties he DM'd all trying to loot the same complex (likely other PCs, possibly evil NPCs). Again big section in the 1E DMG on tracking Time specifically to know when one group of PCs beat another to a certain location or prize. So backing out too early opens up some other adventurers stealing your goal.
Now this is a totally new one to me. I've never heard this one before. Did anyone actually play this way. I know I certainly didn't. I'm wracking my brains here, but I cannot think of a single module from 1e that assumed this.
(4) Tournament Play. Of course, most of the original adventures come from tournament play, and I still think that's my favorite context for playing D&D. In that situation, the game intinsically assumes one scoring expedition; if you leave, game over.
Again, huh? I never went to tournaments, so I can only judge by the rules in the modules themselves. There's nothing in the G series modules to suggest this. I don't recall anything in the A series either. Is this something that came up at tournaments?
So some of this stuff are interrelated details, and if removed they have unintended consequences. If you nix Wandering Monsters and Big Dungeons because they're uncool (perhaps in favor of some more plot-heavy story-play), then I can absolutely see how the 15-minute day problem suddenly pops up (among other issues, like arbitrary time for thief/rogue searches). At any rate it's not
necessarily the "eminently logical strategy" unless you specify all these other environmental issues.
Edit: Oh, yeah and I guess (5) 10-minute long turns helped, too.
Ok, you're making assumptions here that aren't true. I played the World's Largest Dungeon, and I certainly saw the 15 minute adventuring day. Actually, it's dungeon crawls where this problem becomes the biggest. Dungeon crawls, by their nature, allow the party to find certain points that will be relatively safe. Look at pretty much any dungeon map and you'll see where you can find resting points. Once that resting point is found, then it becomes a simple matter to mount expeditions from that point.
But, really the biggest reason for the 15 minute day (which isn't really EXACTLY 15 minutes, but rather the idea that you adventure for less than a full day), is the fact that 3e combat is TOO LETHAL. Entering combat at less than 100% hp's is suicidal. When creatures can kill PC's in a single round of full attacks, if you are at less than full hp's you simply increase the chance of dying in one round.
1e never had this issue, because, barring save or die, creatures couldn't kill you in one round. You could enter combat with half your hp's and be fairly sure of surviving for several rounds. Try that in 3e.
The main reason for the 15 minute adventuring day is there is not enough buffer for the PC's. Being anything less than full is just too deadly.