I've run into a slight problem in a Dark Sun 4e game I'm running. My players are running out of healing entirely too fast. I don't mean surges, I mean the leader's ability to heal, and second winds.
The problem is, I run lethal, opportunistic monsters. So they go for CA, hit bloodied PCs to reduce threats, and know better than to focus the defender unless he's on his game and doesn't give them another choice. Basically, I'm a (slightly) less sociopathic angry DM.
But, my players are playing well (Well, well-ish. But they're new players, so they're doing better than I'd expect.), they just only have one leader class and a low WIS elemental paladin. Last session they spent the second half of the encounter trying to keep the rogue alive after he taunted a very pissy soldier when he was at low health... Which made it run long, and wasn't as fun as the encounters previous when they were all up, but hurt.
Not as much of a problem in my Ebberon game, what with the massive amount of healing abilities and damage mitigation that party brings to the table. (High WIS pally, ranged warlord, tough-as-nails melee cleric.), but I've still noticed it bringing more meta-gaming than I'd like.
With that in mind, I was looking at lowering the 2x encounter of inspiring word to an at-will minor, still once per round, and lowering the 1x daily from the paladin to a 1x encounter.
That, along with looking at some way to recharge dailies besides an extended rest, should go a long way towards them looking at healing surges as their most important resources.... which will play in nicely to vicious treks across the desert, sun sickness, and so on. (They're not prone to trying the 15 minute adventuring day, either. Which helps).
Any balance concerns or issues I may not have thought of from bumping that so?
The problem is, I run lethal, opportunistic monsters. So they go for CA, hit bloodied PCs to reduce threats, and know better than to focus the defender unless he's on his game and doesn't give them another choice. Basically, I'm a (slightly) less sociopathic angry DM.
But, my players are playing well (Well, well-ish. But they're new players, so they're doing better than I'd expect.), they just only have one leader class and a low WIS elemental paladin. Last session they spent the second half of the encounter trying to keep the rogue alive after he taunted a very pissy soldier when he was at low health... Which made it run long, and wasn't as fun as the encounters previous when they were all up, but hurt.
Not as much of a problem in my Ebberon game, what with the massive amount of healing abilities and damage mitigation that party brings to the table. (High WIS pally, ranged warlord, tough-as-nails melee cleric.), but I've still noticed it bringing more meta-gaming than I'd like.
With that in mind, I was looking at lowering the 2x encounter of inspiring word to an at-will minor, still once per round, and lowering the 1x daily from the paladin to a 1x encounter.
That, along with looking at some way to recharge dailies besides an extended rest, should go a long way towards them looking at healing surges as their most important resources.... which will play in nicely to vicious treks across the desert, sun sickness, and so on. (They're not prone to trying the 15 minute adventuring day, either. Which helps).
Any balance concerns or issues I may not have thought of from bumping that so?