wrshamilton said:First encounter of the day is 80% xp, second is 100%, anything after is 120%? Numbers might need rejiggering, but I'd imagine something like that, while being a little bit of a sledgehammer, might encourage the players towards bravery without derailing them totally if they opt for caution.
It's worked out perfectly for me. I do 80%, 90%, 100%, 110%, 120% and so on. It's put my players into the exact frame of mind I wanted them to be in (and that I know is fun for them, personally): engaged in the situation, planning their resource consumption, seriously weighing both the mechanical and narrative benefits of resting now versus resting later.
They usually if they play it right can go for 6-8 encounters before getting 'tapped out', unless I decide to really bring out the 'boss' monsters and pound them, which I like to do some sessions, then they can go for 3 or 4 at the most.
infocynic said:"Better make sure we have two easy encounters before that boss so we can get extra XP from him!"
This is called "having players who are engaged in the game". It's a good thing.
Even if this were a real situation that arises from actual play (it's clearly imaginary, and from real experience I can tell you: it does not) the fact that the players are actively considering, discussing and planning how to proceed to get the result they want (as opposed to zoning out and not even bothering) is a big flag that you're doing something right.
One of the lessons 4e is trying to teach us is that there is no shame in admitting and focusing on what you really find fun. But that's a different thing for every group.