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An Adventurer’s Day

08 Nov

We are all familiar with the 10/15-minute adventuring day (as noted in blogs here, here, here and here), wherein the party of bold adventurers, after a gruelling fight, decide to spend the night and recover rather than continue exploring, despite being in the dungeon for a mere five minutes. Seems a bane of later editions of D&D, although 4E does try to compensate with encounter powers, at-will powers and healing surges.

We’ve experience this in our current Pathfinder game, and the 3.5 one before that. In the current adventures of Porthus Waddle, we’ve rested two or three times since entering the second level of a dungeon, and we really haven’t been there all that long (and now we’re out, after facing and being defeated by a dragon; update to come).

However, in my Monday game this hasn’t been the case at all. The party are currently ten hours deep into the dungeons below the Grinding Gear, and despite a few discussions about heading out and resting, they still carried on. Of course, now they’re trapped and have no way out (that they know of; update to follow from last night’s session), but still, ten hours is a long haul in my recent experiences.

So, how do your party of adventuring spend their days? Do they slog it out and keep going until they are tired and weary, or do they have an annoying tendency to rest at every opportunity to recover a few spent spells and to heal a few cuts and bruises? Enquiring minds wish to know.

 
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  1. 1d30

    November 9, 2011 at 17:24

    Are they resting in some secret room? Because with encounter checks every two turns or hour or whatever resting in a dungeon could get dicey. Rope Trick really only helps above a certain level when you get a full 8 hour duration.

     
    • theskyfullofdust

      November 9, 2011 at 19:22

      That’s just it, they haven’t rested yet; but if they did, there’re in an area where there are no wandering monsters, but also no way out and in darkness, and they have limited light sources :)