AbdulAlhazred
Legend
I like the concept of the 'extended encounter' and I've used that in a few different ways in my game. It always creates a memorable event. I usually find that once they start most of the enemy gets into the act fairly quickly. My way of thinking about it has been that I decide overall what will be a good challenge for the party, say a total of +5 levels of monsters in 3 encounters, but then redistributed in smaller groups. The party will probably never face more than L+3 at any one time, but there are only certain rest and/or recharge points.
I've found though that if you design the encounters right you can pretty much stick to the existing design of rests. I can have plenty of ways to chip away at daily resources anyway, and if you set up the adventure such that the party could get jumped at any moment, they're always unsure of using even an encounter power, without the guarantee they won't get it back soon. Hit 'em with a nice scary lurker attack now and then, they'll be hording everything one moment and blowing half of it the next
I've found though that if you design the encounters right you can pretty much stick to the existing design of rests. I can have plenty of ways to chip away at daily resources anyway, and if you set up the adventure such that the party could get jumped at any moment, they're always unsure of using even an encounter power, without the guarantee they won't get it back soon. Hit 'em with a nice scary lurker attack now and then, they'll be hording everything one moment and blowing half of it the next
