Campaign Issues and Design Discussion

Put a pin in it.
The design goal to have characters return home at the end of each session creates pressure on players and DMs to rush a conclusion to a session.

Characters have their resources refreshed often.
 * Challenging players by reducing resources is very difficult
 * Battles tend to be overly challenging because they need to challenge a party at full strength.

Possible Solutions

 * Adventure arcs
 * Instead of forcing a conclusion that sends players back to town at the end of a session there could instead be small arcs of 2-3 sessions that maintain continuity.
 * Adding players? Probably ok/easy.
 * Removing players? Harder
 * End of Session Concessions
 * Depending on the situation the party finds itself in at the end of a session a compromise to get everyone back to town should be reached.
 * Exhaustion, limited spell slots/class abilities, starting HP/hit dice, losing equipment
 * This could engender more passivity on the players' part

Not quite dead yet.
Character death is easy to adjudicate and the rules are clear, however, sometimes a character can be removed from practical play yet still be alive (petrification, teleportation, capture, displacement, resurrection etc.)

Possible Solutions

 * Characters can still only ever play one character, they create a new character and may try to retrieve their old character or not at their own discretion.
 * Once a previous character is returned to play the player must decide which character to retire and which to continue.
 * Players with missing characters could decide to play NPC hirelings until their character is rescued or finds a more permanent end.

Higher Hirelings.
Hirelings haven't seen use since the early days of Whitereach and have received little design work.

Possible Solutions

 * Utilize the social favors aspect of the downtime activity to enable players to recruit stronger hirelings.

Almost Magic.
The purchasing of mundane and magical items is clear but what about items that while mundane are proportionately rare. Expensive spell components, gems, jewels, and objects of exquisite craftsmanship.

Possible Solutions

 * Just time: these items can be requisitioned/purchased for their listed costs but just require time to craft/purchase
 * Crafting time rules/one workweek to track down.
 * Use an easier version of the purchasing magic items rules
 * Must be found during quests