mlund said:
Most encounters should be challenging. The risk of failure is the reason why people play games with randomization. The issue is the ratio of risk-to-reward and cost-to-benefit - not the mere existence of challenge or risk.
The first sentence is interesting to me, because it implies that you're looking for a challenge -- a risk of TPK, or at least permanent character death --
in most encounters.
The thing with that is that it really encourages resting after every encounter. If any encounter might kill you, it makes sense to rest after every encounter: the second one is going to carry an EVEN BIGGER risk of death than the last one, which was already challenging!
If you'd like a day to last more than a single encounter (which is by no means something that everyone necessarily wants!), I think it might help to embrace the idea that most encounters will not be a significant challenge. Rather, only the final encounter in a day will be a significant challenge. The other encounters serve as rising action: dangerous and troublesome, but probably not deadly.
I wonder if each encounter might've consumed only, say, 10% or 20% of your party's resources, and if you had them more spaced out (so the party would go through two or four relatively easy encounters, rather than 1 massive one), if that might've felt a bit less like a boom-and-bust, and if the party's psychology would've changed from: "Holy mother! Nearly half our stuff is gone after one fight, we need to retreat!" to "Well, if it's like the last few, we can probably handle it!"
...and THEN, you hit them with the big guns.
So rather than every encounter being a challenge, only the LAST encounter of the day is. The rest might involve a few lucky hits or a few cast spells, but they heavily favor the party.
FWIW, this very closely resembles the three-act dramatic structure. The heroes mostly succeed at what they do. The climax only really happens once.
mlund said:
Eh, it probably has a bit to do with fragility at that level and some system adjustment more than anything else. 8 rounds of combat in Caverns flew by compared to most 3E and 4E experiences I've seen.
Fragility I totally buy. I think some folks want to return to very fragile first-level characters, and others aren't going to like the playstyle that results from that. Fortunately, it's easy to fix in either way, by just adding or subtracting HP's.
mlund said:
The general disappointment of the players was the first part.
They were not amused with the idea that in-game they'd gotten about 30 feet into the Caves and spent less time than a commercial break for television in what they considered to be active adventuring before they had to step back and consider an 8-hour nap.
The fact that when they calmly weighed their options there was no reason to accept the increased risks. No carrots. No sticks.
Yeah, again, I'm seeing evidence that a smaller series of less deadly encounters (possibly ending with a big fight!) might have worked better for your group. It definitely seems like the problem was on the adventure design side of things.
I wonder if your group might've fared better going room-by-room...hmm....
The treasure apparently wasn't enough of a carrot, which matches my experience pretty closely, actually (the module as it's written doesn't come with a town and it's kind of hard to actually change equipment or spend gold in any way, even if you DM-handwave it). And the daily rest wasn't enough of a stick, which ALSO matches my experience (I'm a big advocate for a weekly rest).
mlund said:
No. It would invite discontent and the perception that I was trying to punish them with my own artificial constructs for not playing the game the way I wanted them to.
That's really interesting to me because it's very different from any group I've been a part of. I wonder what your party might expect to have happen in the eight hours after they tried to take the treasure...
Just to show the other side of it, most groups I've been a part of would probably give me a raised eyebrow and a sarcastic remark if I just had intelligent monsters abandon all that lovely treasure and just bug out (or, worse, just stay there as if nothing happened!).
I wonder if easier encounters wouldn't help that, too. If your group is a play-to-win type, they might feel that they have more agency in the situation if most encounters are not potentially deadly, making the decision of "Can I take one more encounter?" a little more strategic than it would be in a game where most encounters risk life and limb.
mlund said:
Actually, I think that's questionable data since we're dealing with level 1 characters anyway. When you have 2 spells a day and blow 50% of your spells in a single fight its hard to call that "going nova." When you have 4 spells at each 3rd, 2nd, and 1st level and you burn through half of them in a single go you've got a very different problem.
If we can figure out the main cause and effect relationships at 1st level, all we have to do is prevent higher levels from hurting it.
It's starting to seem that a big cause of 5e's 15MAD that we can see is effectively a matter of how tough encounters are. A chunk of people are hitting encounters that sap a lot of their HP, and find that having to run away and rest afterwards is kind of sudden and jarring and disruptive, which makes a lot of sense to me. This seems to me to be kind of an adventure-design problem, possibly related to the Caves of Chaos having no obvious "introduction" (there's the kobold caves, but nothing in the adventure makes you go there first) that sets the pace up front.
Hmmm.
I'm thinking a LOT differently about this than I was a few days ago! So keep it comin'!