To address the one-day level concern, I don't have a problem with this. I can easily plan a 7 encounter day, and follow it with 7 days of down time or travel time. And the advancement rate I use is closer to 10-12 encounters a level including skill challenges, though it varies, sometimes it's faster, sometimes slower depending on story elements. I don't really care about XP, except for encounter budget. How much XP a character needs for a level has been an irrelevant rules bit for our games, for over 10 years. I try to give levels when I feel the players have explored their current level of abilities and are ready for new ones, and there is a break in the flow of the story to do so.
Good list. I can usually handle 1 and 3 through story. 2 and 4 are the challenging parts.
While I was pondering about this the other night, I thought maybe PC's should be able to borrow resources from the next day. That would certainly be a tool I could use. Say everyone can borrow up to 2 healing surges from the next day, except defenders can borrow up to 4. And maybe after the second milestone, everyone can borrow their lowest level daily attack power from the next day.
Additionally, the artificer's Impart Energy class feature could be made available a bit more commonly, perhaps as a feature for classes that have arcana in their skill training list.
I think I will be experimenting with some of these ideas in my game. I might provide them as temporary boons, to see if I like how they work, and if I don't the boons would dissipate after a while.
Currently, this resource management issue is one of my biggest problems as a 4e DM. I can come up with all sorts of mechanics to handle just about any type of encounter, terrain, scene, or story element. But resource management is a bit of a hard numbers game, and finding a sweet spot for bonus resources without outside feedback is challenging. I like how the encounters are challenging for the players, but I don't like the cost in resources.
1. A reason to continue,
2. The means to continue, i.e., a way to allow combats to be significant while potentially restoring lost resources necessary to continue,
3. Tactical decision-making required for extended rests, based on assessment of the risks of continuing versus the risk to said resources by not taking an extended rest, and
4. The addition of DM-controlled access to an important resource, which essentially allows the DM to reward (and therefore reinforce) bolder play.
Good list. I can usually handle 1 and 3 through story. 2 and 4 are the challenging parts.
While I was pondering about this the other night, I thought maybe PC's should be able to borrow resources from the next day. That would certainly be a tool I could use. Say everyone can borrow up to 2 healing surges from the next day, except defenders can borrow up to 4. And maybe after the second milestone, everyone can borrow their lowest level daily attack power from the next day.
Additionally, the artificer's Impart Energy class feature could be made available a bit more commonly, perhaps as a feature for classes that have arcana in their skill training list.
I think I will be experimenting with some of these ideas in my game. I might provide them as temporary boons, to see if I like how they work, and if I don't the boons would dissipate after a while.
Currently, this resource management issue is one of my biggest problems as a 4e DM. I can come up with all sorts of mechanics to handle just about any type of encounter, terrain, scene, or story element. But resource management is a bit of a hard numbers game, and finding a sweet spot for bonus resources without outside feedback is challenging. I like how the encounters are challenging for the players, but I don't like the cost in resources.