Food for thought - if your players beg you for a 30 level magic item and 1,000,000 gp do you give them that? If you want your players to get better you need to give them an incentive to. The bored fighter character might try to run next time or do something different - like tell the mage to give him the potion next time or whatever. Players will always adapt to the DM's style - to a certain extent. If they really don't like the style then they will leave. It's up to you to decided how hard to push you players to get better.Griogre said:I would have never brought in someone to save them. For victory to be meaningful there has to be the risk of failure. There are really two aspects of RPG games. There is the storyline with the characters and there are the player group dynamics. Bringing in someone to save their characters tells the players the DM will always save them and their choices do not matter. There is no incentive to get better at running your character if the DM is going to save you.
The players asked me (at the very last possible moment) to bring him in to save their butts. Even then, it was only under the stipulation that I split the XP 5 ways (despite their having been 6 characters in the battle). Another reason to bring the missing PC back in was so the player of the now dead fighter could continue to play without being bored to death.
The D&Di encounter generator said it was the hardest encounter I could pit against my players and it still be balanced. That of course assumes a 6-member party. We only had 5 up until the last 2 rounds.
Some one mentioned it at length already, but you push the encounter difficulty up one level when you have one less PC. If that was the hardest balanced encounter for six PCs then when one less player showed up the new encounter difficulty was high enough you should have had a good idea what was going to happen - lots of character deaths, maybe all of them.
I would really suggest you set your encounters by level of the encounter and adjust them for the number of PCs. You should explain this to you players also, because this means they will always get the same XP no matter the number of characters - that will stop that metagaming thinking where the players are expecting more XP with less characters.