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.