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*Pathfinder & Starfinder
What to do about the 15-minute work day?
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<blockquote data-quote="SteveC" data-source="post: 5970803" data-attributes="member: 9053"><p>This is a real issue that will seriously return in 5E, and I dearly hope that the designers are aware of it. Any time your only resources are at-wills or daily, which is what 5E has shown us at this point, you'll have to deal with spending those resources outside of the norm.</p><p></p><p>I think it's likely to be doubled down if we go away from the notion that players can easily acquire the tools to avoid it (wands and consumable spellcasting devices). While we don't yet know that to be the case, if we're going to keep with the retro theme that 5E has going (which I hope is just an artifact of what we've seen in the public playtest, which is not much) then it's going to be worse.</p><p></p><p>I know that many GMs on Enworld are perfectly content to explain that the 15 minute workday is purely a playstyle issue, but even if that's so, it means you must play it within a more narrow confined playspace than either 3x or 5E. That happens to be a playstyle I don't particularly like.</p><p></p><p>To my mind, it's just a bad thing, since it's telling other GMs how they must play to be in the comfort zone for the new edition. If we're supposed to be in a "big tent," this time around, and excluding playstyles that are quite prevalent (and campaigns with this problem were VERY common) makes for a smaller tent.</p><p></p><p>I'll say this: my group did not have many problems with the 15 minute workday once the game progressed in levels in 3x, largely because they used wands to effectively play as long as they needed, and as soon as reserve feats came out, spellcasters could use them. It also was not a problem in 4E at all, but then that was by design.</p><p></p><p>It was the earlier editions where this was a real issue, and since we've only seen a very retro styled game so far (and very low level) that's what worries me.</p></blockquote><p></p>
[QUOTE="SteveC, post: 5970803, member: 9053"] This is a real issue that will seriously return in 5E, and I dearly hope that the designers are aware of it. Any time your only resources are at-wills or daily, which is what 5E has shown us at this point, you'll have to deal with spending those resources outside of the norm. I think it's likely to be doubled down if we go away from the notion that players can easily acquire the tools to avoid it (wands and consumable spellcasting devices). While we don't yet know that to be the case, if we're going to keep with the retro theme that 5E has going (which I hope is just an artifact of what we've seen in the public playtest, which is not much) then it's going to be worse. I know that many GMs on Enworld are perfectly content to explain that the 15 minute workday is purely a playstyle issue, but even if that's so, it means you must play it within a more narrow confined playspace than either 3x or 5E. That happens to be a playstyle I don't particularly like. To my mind, it's just a bad thing, since it's telling other GMs how they must play to be in the comfort zone for the new edition. If we're supposed to be in a "big tent," this time around, and excluding playstyles that are quite prevalent (and campaigns with this problem were VERY common) makes for a smaller tent. I'll say this: my group did not have many problems with the 15 minute workday once the game progressed in levels in 3x, largely because they used wands to effectively play as long as they needed, and as soon as reserve feats came out, spellcasters could use them. It also was not a problem in 4E at all, but then that was by design. It was the earlier editions where this was a real issue, and since we've only seen a very retro styled game so far (and very low level) that's what worries me. [/QUOTE]
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What to do about the 15-minute work day?
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