The main problem is that "resting" ain't so hot a balancing mechanism. This is how it works in about 50% of games:
"I'm out of spells. Let's rest."
"Okay." (DM rolls/checks for other hazards -- maybe there's a minor encounter) "You all rest."
It ain't all that onerous. The other 50% are "grindhouse" encounters that can't be avoided or delayed with rest. So half the time, the rest requirement is almost meaningless and doesn't delay fun at all. In fact, in terms of play time, resting is often quicker than continuing.
This is one of the problems of using an abstract, variable part of the game setting as a game mechanic. What really interests me about this article, though, is that Monte is basically arguing for the magic systems that were developed in the late 80s/early 90s in games like Ars and Vampire. In fact, the suggestion is basically structures like the path/ritual scheme of vampire's old Thaumaturgy system.
"I'm out of spells. Let's rest."
"Okay." (DM rolls/checks for other hazards -- maybe there's a minor encounter) "You all rest."
It ain't all that onerous. The other 50% are "grindhouse" encounters that can't be avoided or delayed with rest. So half the time, the rest requirement is almost meaningless and doesn't delay fun at all. In fact, in terms of play time, resting is often quicker than continuing.
This is one of the problems of using an abstract, variable part of the game setting as a game mechanic. What really interests me about this article, though, is that Monte is basically arguing for the magic systems that were developed in the late 80s/early 90s in games like Ars and Vampire. In fact, the suggestion is basically structures like the path/ritual scheme of vampire's old Thaumaturgy system.