This is why I say that simply draining the players’ resources faster, increasing the time it takes to recover them, or both doesn’t really work to increase the difficulty. Sure, players will have to retreat to a safe resting location more often, and they’ll have to spend more time there, which will mean missed opportunities unless the world waits for the players. But ultimately that’s all the same patterns of behavior. In my experience, it doesn’t really change how the players approach challenges, it just leads to them doing largely the same things, and missing more opportunities, cause what else are they gonna do?
Strange, for me it changed a lot. Players are more cautious and do take more precaution. But they changed their tactics a lot. The dodge action, the prepared attack to hit a ranged attacker as he is getting out of cover and a few others have become much more common. Even peacefully resolving encounters with diplomacy is now used more often.
If your goal is to get players to play cautiously, to think carefully, and prioritize avoiding combat over direct confrontation, the easiest and most effective way to do that is to limit the players’ ability to recover their resources. This will break up the “kick in the door, go nova, gather the stuff, repeat until you need to rest” pattern of play, because the players will have an immediate need to think about how they’re spending their resources. They’ll start thinking long-term, because they’ll have to if they want to survive.
This is exactly the desired result that I am getting. The possibility of getting your rest disturbed at a crucial moment makes the players conserve their resources as much as possible between encounters. The martial classes (Especially the GWMs) are now using dodge action while closing in ranged attackers (no more rash run) and tactical manoeuvering to prevent monsters from getting to the characters in the back (when applicable) and they often try to use cover, especially outdoor (thank the gods we have trees!) where ranged attacker can be very far and sometimes out of the range of cantrips.
QUOTE="Charlaquin, post: 7838094, member: 6779196"]
I’m not saying you have to do 6-8 encounter adventuring days to slowly grind your players down, especially if that isn’t the kind of play they enjoy. But fiddling with HP, damage, and healing values and times is only going to change how likely a given fight is to force the players into rest mode. [/QUOTE]
Strange, I get the opposite result. The players want to avoid rest mode as much as possible as they know that the 6-8 might be enforced. They avoid the nova like hell as they know full well that having no ressource left when resting is almost lead to certain doom.
QUOTE="Charlaquin, post: 7838094, member: 6779196"]
If you want to see an actual change in gameplay, you need to make your players consider not just this fight, but the next few fights.
[/QUOTE]
Again I have this result. My players use everything at their disposable (including mundane and magical scouting) to plan their attack on a dungeon/cave/strong hold. The more they know, the more they planed and they take precious time to consider where to cast silence spells at strategic location so the alarm won't be sound. They check where the monk (or fighter) might go to prevent escapes from the fight. They even try to observe if there is dissention in the enemies' rank in the hopes of allying themselves with one faction.
I do not enforce the 6-8 encounters at all times. But the fact that I might gives the players causes to pause and think about what I will do but more importantly they think about what they should do now and next. If they nova for nothing, they know that they might get in over their heads if the 6-8 will be enforced. What I get from random encounters, I get. If a rest is interupted 3 times so be it. I roll every single roll right in front of the players. I never fudge any results. My players appreciate this because they know that if they succeed, it is entirely on their own merit.