TheSword
Legend
That makes sense. You need to assume the response to every combat will be a full unloading of both barrels because you’ve explicitly confirmed to the players that they will only have one challenge per day. That takes a bit of the tactical decision making out but it’s still possible to keep things interesting without just upping difficulty. I do think just upping difficulty (I.e monster volume and CR) still leads to the consequences I mentioned above.I don't feel like you understood the premise, which is probably my fault for being unclear: the assumption by everyone at the table going in is that the combat challenges in the game (however the come about) will be the only one for the "day" (between long rests) and it is presumed that PCs will be able to unload without concern over whether they will not have anything left in the tank for the next fight because there explicitly will not be one before the next rest. So, given that, what are the consequences and considerations, both fore the GM on the design side and for the players.
So if you are wanting to design encounters in anticipation that the players will respond with a nova, without just upping the CR of the foes I guess my suggestions would be:
- Use wave attacks, to prevent higher level multi target control spells dominating.
- Use transformative creatures (with phases) similar to Theros’ mythic creature (they don’t have to be that powerful though). A hunter who turns to a werewolf at zero Hp could be just as interesting. Run it as two separate CR encounters just roll it into one.
- Don’t allow players to prepare/prebuff as a matter of course
- Make combats include a range of creature types. Five dire wolves isn’t as interesting as three dire wolves ridden by goblins with a goblin shaman riding a winter wolf.
- Include enemy spell casters and enemy spell like abilities more often.
- Bring in a critical hit deck* to make combat less predictable without just upping the hp and difficulty of the monsters.
- Use ability damage (rare in 5e but it does exist in creatures like Intellect Devourers) it could easily be home brewed to other effects.
- Have combat consequences that threaten other assets than the PCs
- Have combat consequences that result in other consequences than death - capture, humiliation, loss of prestige.
- Consider an alternative long rest mechanic like in AIME where long rests only happen in safe places.
Hope that’s more what you meant?
*I really like this critical hit deck and their separate version for PCs. Nord Games - GM Critical Hit Deck