D&D 5E (2014) Every Fight a Nova: Consequences and Considerations

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.
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.

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.
Consider making combat dangerous in other ways than just boosting difficulty and hit point loss. HP is a soak system that is less effective in single combat days. Suggestions would include…
  • 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.
The challenge with Nova is that you can pretty much guess what PCs will do in every combat. Their best stuff. I think you will need to work harder to get them to think outside the box and flex some different muscles.

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
 

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One of the issues with making every fight a nova is the balance between classes. Some classes have much more nova potential, but it's tied up in limited resources that means that they have a strictly limited (often 1) "nova encounters" per long rest. Other classes, especially at-will classes or short-rest classes, explicitly can't bring as much in a single nova battle, but would be balanced over multiple battles per day.

Basically, the varying recovery models of the different classes in 5e are not compatible with the concept of every battle being a nova. Other RPGs, including D&D 4e (pre-essentials) where everyone has the same resources, could do it.
 

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?
1st it depends on what you mean by Nova... cause a mage launching his highest available spell 1st round every fight and same with a cleric and druid is going to rock most encounters and will be overkill sometimes too
"Fireball coming online"

if you mean they wont be holding back and be able to rest or recharge frequently (say setting short rest to 30 sec and long rest to an hour) then it will still be powerful but manigable.

I find that PCs played smart can already hit above what the DMG says so I would start with deadly encounters and work up from there.
 

One tactic is to try to reduce swingyness on the part of the NPCs/monsters on the receiving end of the PC nova. You can increase hit points reasonably safely to lengthen their durability but boosts to saves is virtually a must. Give them a couple of save proficiencies if they don't have them. Use monsters with spell resistance so they get advantage on some saves. Give important bosses and solos a legendary save or two even if they are relatively low CR.

You generally don't have to worry too much about swingyness on the PC side unless you're really boosting the monster offense. Let them take care of that with their own abilities.
yes 100% max the HP instead of average, and give all monsters Jack of all trades to saves (half prof in any that don't have prof) and maybe still give a lot of floating +1s to saves
 

I would consider-

  • A variety of terrain, perhaps mobile terrain once in a while. Definitely 3D, employ balconies, flyers, platforms hanging from chains, &c.
  • Adverse environments- strong winds pushing you left, underwater, obscuring mists, lava flows with heat, &c. Force the part to choose between removing armor or spending magic for utilitarian reasons.
  • A mix of minions, lieutenants, and captains.
  • Waves
  • Clocks. If you can clear the room before the end of round three, that shuts off the next wave, opens the passage to avoid a fight, &c.
  • Places within the area you are exploring explicitly safe for resting. It's a pain to clear one room and then spend a week hiking to town and back.
 

What about beyond the immediate tactical concerns? How does this idea affect the campaign broadly?

I think there are a number of models that might lend themselves toward the nova game. PCs that are explicitly a special strike force, for example, or are undergoing long term travel that only allows for isolated combat encounters. What else?
 

Broadly, it would look live an episodic TV program, I would think.

Here's the mission / objective, now go do.

Utilizing clocks and waves would also be a means to earn short rests, too. If you succeed by round 2, you have time for a short rest before the next encounter. This could allow for 2-3 encounter scenarios that allow for one party nova while still making space for short rest designed classes.
 

Broadly, it would look live an episodic TV program, I would think.

Here's the mission / objective, now go do.

Utilizing clocks and waves would also be a means to earn short rests, too. If you succeed by round 2, you have time for a short rest before the next encounter. This could allow for 2-3 encounter scenarios that allow for one party nova while still making space for short rest designed classes.
 

What about beyond the immediate tactical concerns? How does this idea affect the campaign broadly?

I think there are a number of models that might lend themselves toward the nova game. PCs that are explicitly a special strike force, for example, or are undergoing long term travel that only allows for isolated combat encounters. What else?
I ran Kingmaker which has long stretches of single combat days with set piece locations with multiple combats interspersed. Three or four for every 30 hexes or so.

Whilst most of the combat was once per day and the players soon became aware of that. They never really knew if there would be something requiring more, even if 80% of the time there wasn’t. So as a result they never went truly Nova.

You’ve kinda removed that risk, and need to keep something in your back pocket though by explicitly limiting encounters to once per day.
 

One option to help even up class imbalances would be to allow all PCs to take a short rest as a bonus action once per day (i.e., once per combat). That would allow warlocks to recharge their spell slots, monks to recover ki, fighters to regain Action Surge, front-liners to heal up, etc.
 

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