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<blockquote data-quote="Dausuul" data-source="post: 4064358" data-attributes="member: 58197"><p>The 15-minute adventuring day is perfectly good role-playing. It may not be as much <em>fun</em>, it may not be <em>heroic</em>, but it's not bad role-playing and it's not metagaming. 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.</p><p></p><p>Remember--if your character dies at a level where you don't have access to resurrection magic, or in a TPK, <em>you</em> get to make a new character, but <em>your character</em> dies for good. And your character doesn't know there's a DM ensuring the party only has to defeat level-appropriate challenges. Given the risks--given that one prepared spell can easily make the difference between life and death--is your character really so reckless as to not seize the opportunity to "recharge" whenever possible? Only the most gung-ho, battle-crazed maniacs would push on past the casters' comfort zone if they had the option to stop and rest.</p><p></p><p>My experience has been that most players default to the 15-minute adventuring day out of simple prudence. If an adventuring party is placed under time pressure, it will step up its efforts, but only as far as it has to; if it can get the job done with 30-minute adventuring days, it will do that. The characters are simply following the incentives given them by the laws of their reality.</p><p></p><p>A pre-industrial army can often move much faster than its supply train. It doesn't do so, however, because the risks of outpacing your supplies far outweigh the potential benefits except in a severe time crunch. Why would adventurers take the risk of outpacing their caster support?</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4064358, member: 58197"] The 15-minute adventuring day is perfectly good role-playing. It may not be as much [i]fun[/i], it may not be [i]heroic[/i], but it's not bad role-playing and it's not metagaming. 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. Remember--if your character dies at a level where you don't have access to resurrection magic, or in a TPK, [i]you[/i] get to make a new character, but [i]your character[/i] dies for good. And your character doesn't know there's a DM ensuring the party only has to defeat level-appropriate challenges. Given the risks--given that one prepared spell can easily make the difference between life and death--is your character really so reckless as to not seize the opportunity to "recharge" whenever possible? Only the most gung-ho, battle-crazed maniacs would push on past the casters' comfort zone if they had the option to stop and rest. My experience has been that most players default to the 15-minute adventuring day out of simple prudence. If an adventuring party is placed under time pressure, it will step up its efforts, but only as far as it has to; if it can get the job done with 30-minute adventuring days, it will do that. The characters are simply following the incentives given them by the laws of their reality. A pre-industrial army can often move much faster than its supply train. It doesn't do so, however, because the risks of outpacing your supplies far outweigh the potential benefits except in a severe time crunch. Why would adventurers take the risk of outpacing their caster support? [/QUOTE]
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