Balesir
Adventurer
Hi,
First off I should, by way of introduction, say that the players I DM for were, before the MM3 damage mods and at high Heroic, muttering that encounters were too easy. This may, in part, be due to the party being 7 characters strong - it is pretty clear to me that large and small parties have a more-than-linear effect on party "power" due to synergies and multi-character tactics. Since the damage increase, however, they seem to be having more fun with really challenging combats.
Now, vis-a-vis extending the "workday":
We also still use the "Magic Item Uses per Day", because these are a feature that helped, here, but were taken away with the whole, daft "Magic Item Rarity" thing.
I think I would much prefer to see some sort of meta-reward for this. Instead of making the players' characters more powerful (even temporarily) for a longer workday, make the players feel good about their achievement, somehow. Maybe this is where "strongholds" and character status "back in town" come in? Some sort of "scoring method" that doesn't add directly to character power would be useful, I think.
.
First off I should, by way of introduction, say that the players I DM for were, before the MM3 damage mods and at high Heroic, muttering that encounters were too easy. This may, in part, be due to the party being 7 characters strong - it is pretty clear to me that large and small parties have a more-than-linear effect on party "power" due to synergies and multi-character tactics. Since the damage increase, however, they seem to be having more fun with really challenging combats.
Now, vis-a-vis extending the "workday":
This is needed, sure. I'm not sure the answer is more in-game resources/rewards, though. That will just skew the balance and generate iterative problems. I'll say more below.What I am suggesting is something that puts those specific "missing" things into the game:
1. A reason to continue,
I think healing surges and action points do this OK now. The limit on surges in an encounter is how fast the characters can use the surges during the encounter - it is one aspect of "power creep" that I'm not convinced has been well controlled that there seem more options to cycle these faster than there used to be.2. The means to continue, i.e., a way to allow combats to be significant while potentially restoring lost resources necessary to continue,
We also still use the "Magic Item Uses per Day", because these are a feature that helped, here, but were taken away with the whole, daft "Magic Item Rarity" thing.
This is a big hole, I agree. Some ideas for mechanical support here would be very welcome indeed - except, as I said, I don't think more resources are the answer.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
Bleh - sorry, but the idea of the DM handing out smarties for in-game goodies to reward "good play" (this being "good" in the DM's eyes, presumably) is not something that lights my pipe. Add to this that I think adding (yet) more in-game resources for the players will produce knock-on problems of balance (power creep, essentially).4. The addition of DM-controlled access to an important resource, which essentially allows the DM to reward (and therefore reinforce) bolder play.
I think I would much prefer to see some sort of meta-reward for this. Instead of making the players' characters more powerful (even temporarily) for a longer workday, make the players feel good about their achievement, somehow. Maybe this is where "strongholds" and character status "back in town" come in? Some sort of "scoring method" that doesn't add directly to character power would be useful, I think.
That, as ever, is the trick - and I think it would be easier to achieve if there was a "scoring system" separate from character power and resourcesAll this without unduly increasing complexity of scenario design, or actual play.
