RE: Resource Management & Random Encounters
This is something I picked up on and put into effect far more in PARANOIA than D&D, but maybe it applies to the point of Random Encounters:
Instead of having random encounters be totally separate -- i.e., having them happen in-between other fights -- add them to already planned encounters. Not always, but sometimes.
A couple examples:
- just as a pre-planned fight is winding down, toss in a random encounter that is investigating the noise. It still counts as the same encounter...hope the PCs have resources left!
- add in just 1 or 2 monsters from a random encounter into an alread existing encounter. Especially if the monsters are very different from the established encounter, forcing the players to rethink all of their tactics when these monsters show up.
- make some random encounters non-combat things, but that might effect a combat. Maybe an earthquake rolls through, dropping dust and making the terrain difficult while it goes on, or forcing Acrobatics rolls to keep moving. This changes up the tactics for both sides of the fight.
- String 2 or 3 encounters, one right after the other, as soon as the PCs make camp. Sure they (might) have their encounter powers recharged each time, but their dailies are gone, and their healing surges are dwindling...
- if the dungeon setting is dangerous in its own right, force skill challenges for survival things like finding food and water and upkeep of gear. Excessive moisture, heat from lava, steam from vents in the earth, extreme cold, extreme dryness...all of this could affect the players and their gear. Failured rolls on the challenges cost healing surges, and may mean that extended rest is not possible in some areas or doesn't fully recharge everything each time (you recharge only X% of your healing surges; you don't get your action point for the day until you hit that milestone). Maybe the environment breaks down the groups equipment, requiring them to leave and requip...but as they're leaving with less equipment, badguys attack!
- magic dead zones and the like could cancel out magic item resources.
- I can't think of anything else at the moment.
This is something I picked up on and put into effect far more in PARANOIA than D&D, but maybe it applies to the point of Random Encounters:
Instead of having random encounters be totally separate -- i.e., having them happen in-between other fights -- add them to already planned encounters. Not always, but sometimes.
A couple examples:
- just as a pre-planned fight is winding down, toss in a random encounter that is investigating the noise. It still counts as the same encounter...hope the PCs have resources left!
- add in just 1 or 2 monsters from a random encounter into an alread existing encounter. Especially if the monsters are very different from the established encounter, forcing the players to rethink all of their tactics when these monsters show up.
- make some random encounters non-combat things, but that might effect a combat. Maybe an earthquake rolls through, dropping dust and making the terrain difficult while it goes on, or forcing Acrobatics rolls to keep moving. This changes up the tactics for both sides of the fight.
- String 2 or 3 encounters, one right after the other, as soon as the PCs make camp. Sure they (might) have their encounter powers recharged each time, but their dailies are gone, and their healing surges are dwindling...
- if the dungeon setting is dangerous in its own right, force skill challenges for survival things like finding food and water and upkeep of gear. Excessive moisture, heat from lava, steam from vents in the earth, extreme cold, extreme dryness...all of this could affect the players and their gear. Failured rolls on the challenges cost healing surges, and may mean that extended rest is not possible in some areas or doesn't fully recharge everything each time (you recharge only X% of your healing surges; you don't get your action point for the day until you hit that milestone). Maybe the environment breaks down the groups equipment, requiring them to leave and requip...but as they're leaving with less equipment, badguys attack!
- magic dead zones and the like could cancel out magic item resources.
- I can't think of anything else at the moment.