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What is the 15-minute adventuring day?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5589443" data-attributes="member: 1165"><p>That's probably an unusual group. I've been playing DnD since 1994 and I've never seen a group willingly do this.</p><p></p><p></p><p></p><p><strong>Some</strong> groups never did the latter. I know my group pretty much never bought wands or potions. (In fact, I'm pretty sure healing potions are never a good option. They weigh too much per hit point healed.) A 750 gp Wand of Cure Light Wounds is another story, but only useful <em>between</em> combats. If the opponents you face are capable of dishing out substantial damage, a wand of CLW is very little defense.</p><p></p><p></p><p></p><p>Usually DMs try to put boss battles at the end of the day. And players want to fight bosses at the beginning of the day. A party low on resources becomes much more risk-averse.</p><p></p><p>I've seen PCs stop adventuring for the day because someone got hit by a nasty effect that inflicted negative levels... for 1 hour/level. (Just one PC, so it wasn't too bad, but obviously not a heap of fun for the player of said character.)</p><p></p><p>Playing while more powerful is fun. Losing a character because you're tapped out and got ganked isn't. (Of course, the real issue is, how much power loss is acceptable? Not wanting to fight because you spent three top level spells is being too risk averse, IMO. Not wanting to fight because the whole party look level drains is another story.)</p><p></p><p>In my last DnD session that I ran (4e), the PCs fought two encounters in a row. One was easy, but the PCs still used up all their healing surge boosters (it's different in 4e, mind). They hadn't used Second Winds though. Then the next encounter, a +1 level one starting with surprise, immediately went off. They hadn't had the chance to recharge on any encounter powers (for instance, the shaman's healing spirit). They came <em>this</em> close to death. (In fact, I made a rules error, it really should have been a TPK.) That's why players don't want to fight when low on resources. Unlike in a CRPG, you never know when a "boss" encounter is coming.</p><p></p><p></p><p></p><p>Not only is that wasting a spell, it's also wasting a PC's action. I've never seen this in any games I've been in, but I don't doubt the phenomenon exists.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5589443, member: 1165"] That's probably an unusual group. I've been playing DnD since 1994 and I've never seen a group willingly do this. [b]Some[/b] groups never did the latter. I know my group pretty much never bought wands or potions. (In fact, I'm pretty sure healing potions are never a good option. They weigh too much per hit point healed.) A 750 gp Wand of Cure Light Wounds is another story, but only useful [i]between[/i] combats. If the opponents you face are capable of dishing out substantial damage, a wand of CLW is very little defense. Usually DMs try to put boss battles at the end of the day. And players want to fight bosses at the beginning of the day. A party low on resources becomes much more risk-averse. I've seen PCs stop adventuring for the day because someone got hit by a nasty effect that inflicted negative levels... for 1 hour/level. (Just one PC, so it wasn't too bad, but obviously not a heap of fun for the player of said character.) Playing while more powerful is fun. Losing a character because you're tapped out and got ganked isn't. (Of course, the real issue is, how much power loss is acceptable? Not wanting to fight because you spent three top level spells is being too risk averse, IMO. Not wanting to fight because the whole party look level drains is another story.) In my last DnD session that I ran (4e), the PCs fought two encounters in a row. One was easy, but the PCs still used up all their healing surge boosters (it's different in 4e, mind). They hadn't used Second Winds though. Then the next encounter, a +1 level one starting with surprise, immediately went off. They hadn't had the chance to recharge on any encounter powers (for instance, the shaman's healing spirit). They came [i]this[/i] close to death. (In fact, I made a rules error, it really should have been a TPK.) That's why players don't want to fight when low on resources. Unlike in a CRPG, you never know when a "boss" encounter is coming. Not only is that wasting a spell, it's also wasting a PC's action. I've never seen this in any games I've been in, but I don't doubt the phenomenon exists. [/QUOTE]
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