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<blockquote data-quote="wgreen" data-source="post: 3813571" data-attributes="member: 30892"><p>All right, here are <em>my</em> thoughts on the whole "15-minute day" thing: </p><p></p><p>It seems that there are a few different potential causes for this "early resting" phenomenon. One is that the PCs are out of resources at that point, and so cannot be reasonably expected to continue adventuring. That seems to be the one most people have been focusing on in this thread so far. This also includes the <em>assumption</em> that the players are correct in their self-assessments; I strongly suspect that, in many of these cases, the PCs <em>could</em> continue, and they do in fact have plenty of resources -- they're just out of a certain <em>kind</em> of resource, and that seems like a big deal to them. Consider a party whose wizard is out of his highest level spells, and pushes for a rest, even though everyone's at full hit points and the wizard still has low- and mid-level spells left.</p><p></p><p>The other cause I can see is that one or more of the players simply don't <em>want</em> to continue. Why not? In some cases, continuing may simply be <em>boring</em>.</p><p></p><p>The players of wizards, in particular, want something not just "wizardly," but <em>effective</em>, to do in combat. Once they're out of high-ish level spells, they have little to do but miss with their crossbows and do inconsequential amounts of damage with low-level spells. They don't want to "hold back" in early encounters with their flashy spells, and it's not because they're punk kids who need instant gratification, don't know the value of a gold piece, and never had to walk to the dungeon uphill, in the snow, both ways; it's because they're here at the table to <em>have fun</em>, and they don't find it fun to sit in the back row twiddling their thumbs while the fighter-types actively change the state of the game world.</p><p></p><p>So, they let slip their fancy shiny spells, and have a great time, for one or two encounters. Then they're out of mojo, and, while the party <em>could</em> continue, the player of the wizard is once again faced with the prospect of sitting on his hands for the rest of the day. So, it's time to camp again.</p><p></p><p>I do think that per-encounter and at-will resources can help the latter problem. Wizards will be able to do fun, effective stuff all the time, just like fighters can -- albeit in different ways. The former problem might be tricker, although I think good design can help that, too.</p><p></p><p>Anyway, my somewhat rambling two cents. As you were. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>EDIT: basically, what pemerton said, but with different words. Sigh. Oh well. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-Will</p></blockquote><p></p>
[QUOTE="wgreen, post: 3813571, member: 30892"] All right, here are [i]my[/i] thoughts on the whole "15-minute day" thing: It seems that there are a few different potential causes for this "early resting" phenomenon. One is that the PCs are out of resources at that point, and so cannot be reasonably expected to continue adventuring. That seems to be the one most people have been focusing on in this thread so far. This also includes the [i]assumption[/i] that the players are correct in their self-assessments; I strongly suspect that, in many of these cases, the PCs [i]could[/i] continue, and they do in fact have plenty of resources -- they're just out of a certain [i]kind[/i] of resource, and that seems like a big deal to them. Consider a party whose wizard is out of his highest level spells, and pushes for a rest, even though everyone's at full hit points and the wizard still has low- and mid-level spells left. The other cause I can see is that one or more of the players simply don't [i]want[/i] to continue. Why not? In some cases, continuing may simply be [i]boring[/i]. The players of wizards, in particular, want something not just "wizardly," but [i]effective[/i], to do in combat. Once they're out of high-ish level spells, they have little to do but miss with their crossbows and do inconsequential amounts of damage with low-level spells. They don't want to "hold back" in early encounters with their flashy spells, and it's not because they're punk kids who need instant gratification, don't know the value of a gold piece, and never had to walk to the dungeon uphill, in the snow, both ways; it's because they're here at the table to [i]have fun[/i], and they don't find it fun to sit in the back row twiddling their thumbs while the fighter-types actively change the state of the game world. So, they let slip their fancy shiny spells, and have a great time, for one or two encounters. Then they're out of mojo, and, while the party [i]could[/i] continue, the player of the wizard is once again faced with the prospect of sitting on his hands for the rest of the day. So, it's time to camp again. I do think that per-encounter and at-will resources can help the latter problem. Wizards will be able to do fun, effective stuff all the time, just like fighters can -- albeit in different ways. The former problem might be tricker, although I think good design can help that, too. Anyway, my somewhat rambling two cents. As you were. ;) EDIT: basically, what pemerton said, but with different words. Sigh. Oh well. :) -Will [/QUOTE]
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