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*TTRPGs General
What is the 15-minute adventuring day?
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<blockquote data-quote="Dannager" data-source="post: 5588837" data-attributes="member: 73683"><p>It's only caused by players in the same way that fireballing large concentrations of enemies is a problem caused by players; you cannot blame them for taking advantage of a smart option.</p><p></p><p>And, no, putting a pressing time limit on every adventure puts a requirement on adventure design. I would prefer not to have to limit the scenarios that DMs can reasonably run their players through to only those in which a time limit can be imposed.</p><p></p><p>The problem is this:</p><p></p><p></p><ul> <li data-xf-list-type="ul">From a PC's standpoint, resting often is the smart move (unless extraneous circumstances dictate otherwise).</li> <li data-xf-list-type="ul">From a DM's standpoint, you have to actively prevent your party from resting often, <em>or</em> (if they do rest often) adjust encounters to account for their ability to use their daily resources in nearly every encounter.</li> </ul><p>When you have a game element that encourages a course of action that is not desirable, that game element needs reworking. The only solution I am aware of is to turn daily resources into encounter resources.</p></blockquote><p></p>
[QUOTE="Dannager, post: 5588837, member: 73683"] It's only caused by players in the same way that fireballing large concentrations of enemies is a problem caused by players; you cannot blame them for taking advantage of a smart option. And, no, putting a pressing time limit on every adventure puts a requirement on adventure design. I would prefer not to have to limit the scenarios that DMs can reasonably run their players through to only those in which a time limit can be imposed. The problem is this: [LIST] [*]From a PC's standpoint, resting often is the smart move (unless extraneous circumstances dictate otherwise). [*]From a DM's standpoint, you have to actively prevent your party from resting often, [I]or[/I] (if they do rest often) adjust encounters to account for their ability to use their daily resources in nearly every encounter. [/LIST] When you have a game element that encourages a course of action that is not desirable, that game element needs reworking. The only solution I am aware of is to turn daily resources into encounter resources. [/QUOTE]
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What is the 15-minute adventuring day?
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