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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: 5588716" data-attributes="member: 19675"><p>GP cost won't because there isn't a direct link between having $$$ and combat efficacy.</p><p></p><p>SAN loss won't because when you lose it (in most systems), it's not coming back anytime soon. It functions on too slow a timescale: you're not going to go on an adventure, partially finish it, retreat because your PCs are on the verge of going nuts, spend time in therapy to get your SAN back, then go back to the adventure. By that time, the Ineffable Horror has consumed the world.</p><p></p><p>Things like Wands just give the casters more resources, but it doesn't change their management of those resources. Its as if your car gets 7mpg, so it has limited range, and to solve the issue, you welded a 150 gallon tank to it.</p><p></p><p>Situationally limited resources are a wash, too. If you have few of them and are often in that situation, you will have frequent, short adventures. If you have lots, but are rarely in the situation, those resources are effectively infinite.</p><p></p><p>Per session resources? Again, they may or may not be used- as I said upthread, my Starlock hasn't used Daily powers for a couple of recent sessions. What makes players adopt the 15 minute day is being able to regain significant resources after a rest of a length that lets them reload- <em>without consequences</em>.</p><p></p><p>Per campaign resources are really not a factor at all. Those resources will be hoarded until they must be used; they won't affect wether the party has an advance-nova-retreat-repeat cycle going.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5588716, member: 19675"] GP cost won't because there isn't a direct link between having $$$ and combat efficacy. SAN loss won't because when you lose it (in most systems), it's not coming back anytime soon. It functions on too slow a timescale: you're not going to go on an adventure, partially finish it, retreat because your PCs are on the verge of going nuts, spend time in therapy to get your SAN back, then go back to the adventure. By that time, the Ineffable Horror has consumed the world. Things like Wands just give the casters more resources, but it doesn't change their management of those resources. Its as if your car gets 7mpg, so it has limited range, and to solve the issue, you welded a 150 gallon tank to it. Situationally limited resources are a wash, too. If you have few of them and are often in that situation, you will have frequent, short adventures. If you have lots, but are rarely in the situation, those resources are effectively infinite. Per session resources? Again, they may or may not be used- as I said upthread, my Starlock hasn't used Daily powers for a couple of recent sessions. What makes players adopt the 15 minute day is being able to regain significant resources after a rest of a length that lets them reload- [I]without consequences[/I]. Per campaign resources are really not a factor at all. Those resources will be hoarded until they must be used; they won't affect wether the party has an advance-nova-retreat-repeat cycle going. [/QUOTE]
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What is the 15-minute adventuring day?
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