Mustrum_Ridcully
Hero
EDIT: To address the actual question - I am aware of the danger, but in my group we managed to overcome it and use opportunities to spend daily powers. We learned that hoarding isn't as useful and gameplay enhancing as spending them at good moments. Waiting for the perfect moment is futile, but good moments happen plenty.
One thing I always wanted to try, but never could, was:
1) Run one really tough encounter that will probably end with a TPK if no dailies are used.
2) Then have the PCs fight a few weaker encounters.
How does this help you? Maybe you can at least "force" the players to use their dailies once. And show them that they are not automatically dead if they are later forced to fight without their daily power parachute.
Otherwise, time limits within encounters and over several encounters can help - they force to manage resources better. You don't want to blow all your resources, but - healing surges are limited, too, so you have to find an equilibrium between just sucking it up and spending the surges, and blowing through daily powers.
Time Limit scenarios:
- Stop the cultist from making the final blood sacrifice - while there are a few minions and a nasty Soldier or Brute blocking the access point.
- The PCs have to disarm a trap that spawns new enemies - if they can take the enemies down fast enough, this task becomes considerably easier since they might have a few rounds without being harassed by Minions or Lurkers. The mechanic for the trap could be a skill challenge that you repeat until they "got" it - and every round they don't do anything counts as a failure, and on each failed challenge, new threats appear.
(OF course, the PC do not get no more than challenge + initial monster XP. Don't create an infinite XP machine. ).
In either case it can be very useful if you include scenarios where the specific powers are particularly effective. A Wizard with a Acid Fog spell for example can negate artillery enemies pretty well (blocking line of sight and reducing the amount of "safe spots", a Paladin Dailies are often effective against singularly powerful and dangerous foes, like Elites, Solos and higher level monsters.)
One thing I always wanted to try, but never could, was:
1) Run one really tough encounter that will probably end with a TPK if no dailies are used.
2) Then have the PCs fight a few weaker encounters.
How does this help you? Maybe you can at least "force" the players to use their dailies once. And show them that they are not automatically dead if they are later forced to fight without their daily power parachute.
Otherwise, time limits within encounters and over several encounters can help - they force to manage resources better. You don't want to blow all your resources, but - healing surges are limited, too, so you have to find an equilibrium between just sucking it up and spending the surges, and blowing through daily powers.
Time Limit scenarios:
- Stop the cultist from making the final blood sacrifice - while there are a few minions and a nasty Soldier or Brute blocking the access point.
- The PCs have to disarm a trap that spawns new enemies - if they can take the enemies down fast enough, this task becomes considerably easier since they might have a few rounds without being harassed by Minions or Lurkers. The mechanic for the trap could be a skill challenge that you repeat until they "got" it - and every round they don't do anything counts as a failure, and on each failed challenge, new threats appear.
(OF course, the PC do not get no more than challenge + initial monster XP. Don't create an infinite XP machine. ).
In either case it can be very useful if you include scenarios where the specific powers are particularly effective. A Wizard with a Acid Fog spell for example can negate artillery enemies pretty well (blocking line of sight and reducing the amount of "safe spots", a Paladin Dailies are often effective against singularly powerful and dangerous foes, like Elites, Solos and higher level monsters.)
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