tag:blogger.com,1999:blog-1790030420507335953.post269344861980902740..comments2024-03-23T08:21:07.075-07:00Comments on Points of Light: Legend & Lore: The Five-Minute WorkdayDavid Guyllhttp://www.blogger.com/profile/16299128722345607123noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-1790030420507335953.post-71837934396394818282012-07-17T07:08:13.121-07:002012-07-17T07:08:13.121-07:00Not all adventures are about heroics though. Some ...Not all adventures are about heroics though. Some are more or less glorified dungeon crawls. Take "The Whispering Cairn" (first adventure out of Age of Worms) for example; the entire plot for the first act is basically exploring a tomb. There is nothing else going on, and given that some things are pretty severe (acid beetle swarms and underwater ghouls) why not go back and rest up?<br /><br />As for magic users, it is hard to pick the spells that are going to be the most useful when you do not (and in many cases cannot) know what to expect. If you pick attack spells then, again, you are really just setting the number of rounds you can do useful things because a wizard's attack bonus scales so slowly that barring very advantageous circumstances there is really no point (and even if you hit, insanely low damage).<br /><br />I get that the whole daily thing has been around for a long time, so I do not see why after so many editions WotC just does not try to move entirely away from it (or at least make it a solid alternative for wizards).David Guyllhttps://www.blogger.com/profile/16299128722345607123noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-8401868983543722922012-07-17T01:31:21.565-07:002012-07-17T01:31:21.565-07:00It does seem like this is a hot topic at the momen...It does seem like this is a hot topic at the moment - second blog in ten minutes I've seen talking about it - and it still kind of confuses me. As mentioned in another comment thread, I've not played 4E, but a ton of 3-3.5, and never had to worry about the '5-minute-work-day'. All the players knew the restrictions we had, and we did our best to maintain our resources for the simple reason that as adventurers, we would want to keep going all day. Can't say it's that heroic if you want a rest after five minutes, or even thinking about it. Instead, you work out how to use your resources to the best of their abilities. <br /><br />Magic users can't throw spells around all day, so pick the spells that are going to be the most useful, and use them sparingly. the rest of the time, be there as back up; the fighters would rather have you there all day than awesome for five minutes, and will keep you out of trouble as much as possible for the same reasons.Anonymousnoreply@blogger.com