jmartkdr2
Hero
1. Don't try to make the combat minigame challenging. You can make it risky but you can't make it all about player decisions in combat. Either everything is super-deadly and initiative is the most important thing, or your fights are easy. But it won't be challenging as a game. Roleplay is not affected (and possibly enhanced as you can have a lower ration of fights per play time)I don't intend for this thread to discuss whether having every fight be a nova (i.e. PCs expend all of their most powerful abilities) is necessarily good or bad. Rather, I want to talk about what consequences and consideration should be taken into account ASSUMING that every fight is going to be a nova.
Should every challenge be set to deadly? Can we make adjustments to how numbers of enemies impact that difficulty? What does a nova set piece look like that is different than a "standard" set piece?
Other thoughts and considerations?
2. Every fight should be a set-piece. Not trash mobs unless the point is to giggle as the party totally wrecks a trash mob. If you want excitement, start at deadly and work your way up, but don't go for challenge, go for risk, but not too much unless all fights are optional.
3. You can introduce challenge in the sense of picking fights - ie all fights are risky but those risks can be managed via choosing who to fight and how to approach - going for surprise or going around the enemy should nearly always be an option, even if those present new, different risks.
4. Certain classes are now just weaker. Warlocks and monks especially. Certain classes are stronger, paladins and sorcerers especially because they have features that make it easy to spend more resources per round. Sorcadins are potentially broken. If "picking your battles" is moved to a core part of gameplay, stealthy characters are better, which means rapier paladins instead of knights in shining armor.
Note that there is a style of play where these things are not at all problems, even without using point 3: when you want power fantasy more than you want challenge. (Isekai's continuing popularity means there's definitely and audience for this.) You might want some houserules/special magic items to shore up classes designed for endurance to make sure they don't get left behind, but frankly the best answers are going to be very table-dependent.