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*TTRPGs General
What is the 15-minute adventuring day?
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<blockquote data-quote="Doug McCrae" data-source="post: 5590350" data-attributes="member: 21169"><p>I was considering wands that can't be easily replenished, a more old school setup whereby one can only get them from dungeons, and rarely. As you say, if the party can just go back to town to restock then going back to town becomes much akin to having a night's rest under a Vancian magic setup. That spells can be easily recovered in D&D is an important factor in the 15-minute day. </p><p></p><p>Likewise SAN in Call of Cthulhu is hard to recover. A CoC PC wizard can't just fire off half-a-dozen spells quickly and then get the SAN back in a day.</p><p></p><p>However, as you say, it is still possible to 'go nova' with a hard to replenish resource, and I'm sure there are some players that always will. I used to game with a guy called Brian, who was of an extremely jittery disposition, and had no sense of buildup or holding back. If, in a 20 session campaign, you gave his PC a once per campaign Meganuclear Blast power, Brian would use it in the first encounter of the first session. And if you asked him why I think he'd say he thought his PC would've died if he hadn't.</p><p></p><p>So player tactics and personality will always be an important factor in the 15MD. Nonetheless I believe that making powers harder to recharge will render the 15MD less likely, provided the PCs have some other kind of power(s) with which to solve encounters, such as normal weapon attacks. I believe this because I've seen players, myself included, who tend towards the cast-a-spell-every-round play style, refrain from using resources that are harder to replenish.</p><p></p><p>Now you may say, well 15MD oriented players will wait as long as it takes for the resource to recover. If it takes six months to get back the lost SAN then they will wait six months. I think this won't happen because I've witnessed players who are magic spendthrifts in D&D become parsimonious in CoC. I guess this is because it's quite reasonable, in many situations, to wait for a day, but it's usually much less reasonable, in the type of situations that occur in rpgs, to wait six months.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5590350, member: 21169"] I was considering wands that can't be easily replenished, a more old school setup whereby one can only get them from dungeons, and rarely. As you say, if the party can just go back to town to restock then going back to town becomes much akin to having a night's rest under a Vancian magic setup. That spells can be easily recovered in D&D is an important factor in the 15-minute day. Likewise SAN in Call of Cthulhu is hard to recover. A CoC PC wizard can't just fire off half-a-dozen spells quickly and then get the SAN back in a day. However, as you say, it is still possible to 'go nova' with a hard to replenish resource, and I'm sure there are some players that always will. I used to game with a guy called Brian, who was of an extremely jittery disposition, and had no sense of buildup or holding back. If, in a 20 session campaign, you gave his PC a once per campaign Meganuclear Blast power, Brian would use it in the first encounter of the first session. And if you asked him why I think he'd say he thought his PC would've died if he hadn't. So player tactics and personality will always be an important factor in the 15MD. Nonetheless I believe that making powers harder to recharge will render the 15MD less likely, provided the PCs have some other kind of power(s) with which to solve encounters, such as normal weapon attacks. I believe this because I've seen players, myself included, who tend towards the cast-a-spell-every-round play style, refrain from using resources that are harder to replenish. Now you may say, well 15MD oriented players will wait as long as it takes for the resource to recover. If it takes six months to get back the lost SAN then they will wait six months. I think this won't happen because I've witnessed players who are magic spendthrifts in D&D become parsimonious in CoC. I guess this is because it's quite reasonable, in many situations, to wait for a day, but it's usually much less reasonable, in the type of situations that occur in rpgs, to wait six months. [/QUOTE]
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What is the 15-minute adventuring day?
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