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What to do about the 15-minute work day?
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<blockquote data-quote="Ahnehnois" data-source="post: 5970855" data-attributes="member: 17106"><p>It seems to me like you are saying that high-level magic is game-breaking. This is obviously true. There is no logical reason why a double-digit level party would fight more encounters in a day than they chose to, unless there was some serious business going down that needed to be dealt with right away (which should happen sometimes but not constantly in most games).</p><p></p><p>I'm just not seeing where it's a big problem. High-level D&D is a style unto itself that gets towards superhero fiction, where the same convention (i.e. the heroes fight on their terms) applies. In what scenario would it be important that the PCs *not* rest after every battle on a regular basis?</p><p></p><p>Moreover, you've left out the other point about high-level play, which is that PCs have so many resources they rarely run out at that point.</p><p></p><p>Seems to me like you're describing a pretty tactically interesting and enjoyable game.</p><p></p><p>I would expand that to per-day mechanics. Having more flexible spell-point systems and the like means that characters aren't out of resources for quite a while. Using warlocks and nonmagic characters also works. D&D magic is kind of a hackneyed style that does impose annoying limitations. I don't think the 15 MAD is the big reason to change it, but it certainly could stand to be changed.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5970855, member: 17106"] It seems to me like you are saying that high-level magic is game-breaking. This is obviously true. There is no logical reason why a double-digit level party would fight more encounters in a day than they chose to, unless there was some serious business going down that needed to be dealt with right away (which should happen sometimes but not constantly in most games). I'm just not seeing where it's a big problem. High-level D&D is a style unto itself that gets towards superhero fiction, where the same convention (i.e. the heroes fight on their terms) applies. In what scenario would it be important that the PCs *not* rest after every battle on a regular basis? Moreover, you've left out the other point about high-level play, which is that PCs have so many resources they rarely run out at that point. Seems to me like you're describing a pretty tactically interesting and enjoyable game. I would expand that to per-day mechanics. Having more flexible spell-point systems and the like means that characters aren't out of resources for quite a while. Using warlocks and nonmagic characters also works. D&D magic is kind of a hackneyed style that does impose annoying limitations. I don't think the 15 MAD is the big reason to change it, but it certainly could stand to be changed. [/QUOTE]
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What to do about the 15-minute work day?
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