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This comment is absolutely right. Dn D's
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idea of the adventuring day, which
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expects six to eight encounters of
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varying difficulty, does not have a real
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sense of how time passes in the real
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world. The amount of time that it takes
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a typical group to get through combat
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encounters makes the adventuring day
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completely untenable. Six combat
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encounters will frequently take groups
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like two to four sessions, maybe longer.
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Adding in easy encounters doesn't
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meaningfully deplete the player's
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resources because they are by definition
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easy. So like maybe a spell slot and
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some cleanup and you're done. So those
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encounters are functionally just filler.
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They eat precious realworld time for no
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tangible benefit. More likely you're
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going to go for fewer harder encounters.
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But harder encounters also generally
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tend to run longer than easier
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encounters. So, if you take the 6 to8
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encounter day and compress that down to
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three deadly encounters or very hard or
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whatever they're calling them in 2024, I
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can't remember. But if you compress that
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down to three encounters, each one of
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those encounters might take like two
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hours depending on how quickly your
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group runs combat. Which means in a
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typical group, a typical session running
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like three to four hour sessions, you
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might get through an adventuring day
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every like two to four game sessions,
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which means you're long resting maybe
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once a month. And that's just not how
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people want to play the game. Velcasters
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want their spell slots back sooner than
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that. Hit point players want their hit
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point dice faster than that. People
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don't want to have to track those
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resources for a month. So yeah, D and
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D's Adventuring Day, like the the game
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is balanced around it, but it's just
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it's just not playable that