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What is the 15-minute adventuring day?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5590921" data-attributes="member: 19675"><p>I know all of that, which is why I said SAN does not affect the 15MWD equation<em> at all</em>. It is essentially non-renewable at the time-frame of the adventure, so there is no point in considering it when you're deciding whether to advance or retreat for a short period of time to reload.</p><p></p><p>Again, the <em>only</em> things 15MWD practitioners consider is renewable resources coupled with a lack of consequences for taking a "time out" to renew them. SAN mechanics, as essentially non-renewable resources, are thus irrelevant to people with that playstyle.</p><p></p><p></p><p></p><p>And again, this is not a fix, since the mechanic is going to have to deal with a DM & player playstyle thing.</p><p></p><p>The wands you're talking about essentially get treated as ammo. A rare & powerful ammo, but ammo nonetheless. As such, the following will happen:</p><p></p><p>1) if easily replaced, it will factor into the 15MWD calculations of the players. This is no fix.</p><p></p><p>2) if NOT easily replaced, it will be hoarded for use at maximal effectiveness and will NOT figure into the 15MWD calculations of the players. This is no fix.</p><p></p><p>3) if availability is variable, it will be treated variably, but mostly like 2.</p><p></p><p>Keeping in mind, of course, that the other main part of the calculation is what happens in the world if the party pauses for a reload.</p><p></p><p>And if, as you posit, adventuring is the ONLY way to gain wands, then it's just like the SAN mechanic- immaterial to the equation. The'll look at their other ammo & resources making the decision, because wands wont be viewed as a true renewable resource, but as an adventuring benefit like XP. 15MWD players don't think about gaining XP when they do their gaming calculus, they think about how they can make gaining that XP easiest. They'll consider how they can retreat to get the resources that will make it more likely to get those wands.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5590921, member: 19675"] I know all of that, which is why I said SAN does not affect the 15MWD equation[I] at all[/I]. It is essentially non-renewable at the time-frame of the adventure, so there is no point in considering it when you're deciding whether to advance or retreat for a short period of time to reload. Again, the [I]only[/I] things 15MWD practitioners consider is renewable resources coupled with a lack of consequences for taking a "time out" to renew them. SAN mechanics, as essentially non-renewable resources, are thus irrelevant to people with that playstyle. And again, this is not a fix, since the mechanic is going to have to deal with a DM & player playstyle thing. The wands you're talking about essentially get treated as ammo. A rare & powerful ammo, but ammo nonetheless. As such, the following will happen: 1) if easily replaced, it will factor into the 15MWD calculations of the players. This is no fix. 2) if NOT easily replaced, it will be hoarded for use at maximal effectiveness and will NOT figure into the 15MWD calculations of the players. This is no fix. 3) if availability is variable, it will be treated variably, but mostly like 2. Keeping in mind, of course, that the other main part of the calculation is what happens in the world if the party pauses for a reload. And if, as you posit, adventuring is the ONLY way to gain wands, then it's just like the SAN mechanic- immaterial to the equation. The'll look at their other ammo & resources making the decision, because wands wont be viewed as a true renewable resource, but as an adventuring benefit like XP. 15MWD players don't think about gaining XP when they do their gaming calculus, they think about how they can make gaining that XP easiest. They'll consider how they can retreat to get the resources that will make it more likely to get those wands. [/QUOTE]
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What is the 15-minute adventuring day?
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