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What is the 15-minute adventuring day?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5589488" data-attributes="member: 1165"><p>And as a counter, in a short-lived game of Mutants & Masterminds I was in, the entire party got "nerfed" and locked in a mental institution. We escaped and were very slowly getting our powers back. It wasn't a whole lot of fun and that essentially ended the campaign. Players don't like being nerfed.</p><p></p><p></p><p></p><p>On this I agree. There's little benefit to a wizard not using their top-level spells every encounter, except for the need to be ready for other encounters.</p><p></p><p></p><p></p><p>I was thinking like 50, as only a couple are kind of useless both in and out of combat. Being able to cure 4d8+6 (two Potions of Cure Moderate Wounds) isn't a big deal with an orc can deal that much damage with two swings. At 1st-level.</p><p></p><p></p><p></p><p>Don't you see a problem with that? If someone got clocked three times by a barbarian's axe, or zapped by Disintegrate or Harm, or breathed on by a dragon, or hit by sneak attack (surprise round) and then again (first strike), I would think a CLW wand just won't be enough whilst combat is still raging. In this situation, a badly-wounded PC is advised to retreat immediately, which means abandoning their party in combat.</p><p></p><p></p><p></p><p>3e made scrolls really weak. A scroll of a defensive spell works pretty well, but a scroll of Fireball is dishing out a save DC of 14 and probably the lowest number of damage dice.</p><p></p><p>In 3.5 staffs actually became useful (as they used the caster's save DC), but they're expensive, and it's more than a little difficult to retrain players on that.</p><p></p><p></p><p></p><p>Neither do I. Hence that elf ambush (well, it was elves) I outlined above. But even in other campaigns (I'm not always DMs), even if the DM does that players frequently try the 15 minute day anyway.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5589488, member: 1165"] And as a counter, in a short-lived game of Mutants & Masterminds I was in, the entire party got "nerfed" and locked in a mental institution. We escaped and were very slowly getting our powers back. It wasn't a whole lot of fun and that essentially ended the campaign. Players don't like being nerfed. On this I agree. There's little benefit to a wizard not using their top-level spells every encounter, except for the need to be ready for other encounters. I was thinking like 50, as only a couple are kind of useless both in and out of combat. Being able to cure 4d8+6 (two Potions of Cure Moderate Wounds) isn't a big deal with an orc can deal that much damage with two swings. At 1st-level. Don't you see a problem with that? If someone got clocked three times by a barbarian's axe, or zapped by Disintegrate or Harm, or breathed on by a dragon, or hit by sneak attack (surprise round) and then again (first strike), I would think a CLW wand just won't be enough whilst combat is still raging. In this situation, a badly-wounded PC is advised to retreat immediately, which means abandoning their party in combat. 3e made scrolls really weak. A scroll of a defensive spell works pretty well, but a scroll of Fireball is dishing out a save DC of 14 and probably the lowest number of damage dice. In 3.5 staffs actually became useful (as they used the caster's save DC), but they're expensive, and it's more than a little difficult to retrain players on that. Neither do I. Hence that elf ambush (well, it was elves) I outlined above. But even in other campaigns (I'm not always DMs), even if the DM does that players frequently try the 15 minute day anyway. [/QUOTE]
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What is the 15-minute adventuring day?
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