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General Tabletop Discussion
*TTRPGs General
What is the 15-minute adventuring day?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5586667" data-attributes="member: 19675"><p>Bizarre to you, but judging from past responses, I'm not alone.</p><p></p><p>See, its not the retreating that makes it a 15 minute workday, its WHEN and HOW OFTEN you do it, and with what in the tank. Let's put it this way: nearly every time our party has rested, we still had resources available. Maybe not much; maybe my Cleric/Sorc was on the front line next to the Rogue because the dinged-up fighter was too fragile to do anything but shoot his bow. But when we rest, it's not after 3-4 combats, it's 5-8.</p><p></p><p>Part of the secret is to <em>always</em> try to hold something in reserve. In 3.X, our spellcasters don't lob spells when the situation is well in hand. That playstyle let us get through 7 encounters in RttToEE with the party's Wizard still having at least 2 6th level spells left. My 4Ed Starlock (MC: Psion) hasn't used a Daily power in the last 3 sessions (covering 2 campaign days)...and hasn't dipped below half of his available Healing Surges despite getting involved in <em>melee</em> 2 times in those sessions.</p><p></p><p>And this isn't an isolated thing: my 34 years in the hobby has been spent in 5 cities in 3 states and with 10 different groups.* No 15 minute workday.</p><p></p><p>So, while it's only anecdotal, it seems to be a lot more common than you seem to think it is.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* and covering 90+ systems- though each group played some form of D&D but one.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5586667, member: 19675"] Bizarre to you, but judging from past responses, I'm not alone. See, its not the retreating that makes it a 15 minute workday, its WHEN and HOW OFTEN you do it, and with what in the tank. Let's put it this way: nearly every time our party has rested, we still had resources available. Maybe not much; maybe my Cleric/Sorc was on the front line next to the Rogue because the dinged-up fighter was too fragile to do anything but shoot his bow. But when we rest, it's not after 3-4 combats, it's 5-8. Part of the secret is to [I]always[/I] try to hold something in reserve. In 3.X, our spellcasters don't lob spells when the situation is well in hand. That playstyle let us get through 7 encounters in RttToEE with the party's Wizard still having at least 2 6th level spells left. My 4Ed Starlock (MC: Psion) hasn't used a Daily power in the last 3 sessions (covering 2 campaign days)...and hasn't dipped below half of his available Healing Surges despite getting involved in [I]melee[/I] 2 times in those sessions. And this isn't an isolated thing: my 34 years in the hobby has been spent in 5 cities in 3 states and with 10 different groups.* No 15 minute workday. So, while it's only anecdotal, it seems to be a lot more common than you seem to think it is. * and covering 90+ systems- though each group played some form of D&D but one. [/QUOTE]
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What is the 15-minute adventuring day?
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