instead of adding HP or enemy numbers, it would be more interesting to reduce numbers of long rest / time you can do (maybe by limiting food), prohibiting respecs, and limiting save-reloads.
Agreed!!!
Combat is not super easy, but getting ready to it IS.
An additional "Hardcore" or "Seasoned Tactician" mode with increased difficulty would be super cool.
Some suggestions, which I believe should be simple to implement (well, maybe not SIMPLE simple, but doable)
Make pickpocketing harder and with harsher consequences
Using stolen itens in front of original vendor should have some consequence
Increase cost of scrolls, maybe make them harder to find too
Limit resting to safe areas
Limit saving the game to long rests, no quicksaves allowed
Make supplies harder to find, make them rot, or simply Increase the number of required food to rest
Split required resting supplies between edibles and liquids
Using Teleportation circles requires you to be standing next to one
Using Teleportation circles without resting causes psychic damage
Increase the cost of ressurection and respec tenfold (Withers)
Add material component cost to to revivify spell (500 GP?)
Dead characters could miss the XP earned from enemies killed while they were dead
Critical failures (and misses) should have more consequences (maybe add a 5% chance of breaking the weapon and requiring having it repaired)
We should be unable to tune the difficulty down in this hardcore mode
Naturally, with pain comes gain! So, it would be nice to see some hall of fame for people who beat the game in this mode. Or maybe exclusive content of some kind.
P.S. I simply LOVE the game and I find it very pleasing to play already! Looking forward to play it all over again in a harder mode!
Some of these are very valuable suggestions, i agree with that add some limitations on resting and teleportations.
Now, players can teleport to their camp and have a long rest, this allows players to face almost every battle at their best state, and makes adventure lose stress.
Imagine a scene like this: After entering a new dungeon(such as Ansur's Cave or Vampire's House in Chapter 3), you will not be able to return by same way or use teleportation, so you will have to save your spells when dealing with monsters on the way. Although your team can take short breaks, this is not enough to keep them in their best state, and your team will be exhausted in battle with the final boss of the dungeon. It will make encounter battles and boss battles more strategic and challenging, as you must allocate your resources carefully, rather than using all spells in an encounter battles then teleporting them back to the camp for a long rest.
If player can't defeat the boss, they may need to read more than an hour's saves, which is frustrating, so it is important to set the difficulty of the boss and the quantity of mid way supplies.
Okay, although I don't think the above idea will become a reality because it requires more work, it is still a good imagination.
In addition, anytime and anywhere teleportation also makes the weight-bearing function meaningless too.
At last, I suggest doing more creative work on the rules, since they have made adjustments to the 5e, why not do more? I don't think fully following 5e is a good idea because this is not a desktop game but a crpg, you can automatically get a complex calculation result by computer. Well, sorry, i'm just complaining about i prefer to rtwp