You've been tasked with investigating goblin raids on local caravans. You have an encounter with a goblin patrol, realizing that they must have a stronghold of some kind in the area, and that they have patrol groups wandering about looking for enemies...translation- you and your party.
A hook is a hook, this is fine as is or if it was played out in more detail, things need to start
somewhere.
You only have so much time before someone realizes the patrol hasn't returned, which will put the goblins on high alert, and there's a chance to encounter other patrols.
This is not something the players can be aware of without the story
author telling them as the GM. Even if players assume that it might be an issue 5e is designed to ensure that it probably
can't matter.
Do you take an hour to short rest in this instance, with the risk of another encounter, and making things harder for you up ahead? Let's assume no.
I'll reference this answer a few times & just noting this here so I don't keep repeating it. That's always a "risk" but 5e rest mechanics are designed to ensure that the response from an interrupted rest is to finish the combat and say "so whatever.. lets take a rest". Thanks to their explosive recovery & near impossible chances of finishing a rest worse than you started "what if there is another encounter?" is a question answered with "
so what? more loot/exp/smash is good!"
You manage to find a few entrances to what appears to be a cave system. With some careful scouting, you find a lightly defended back entrance, and, by burning resources, take out the guards without them being able to raise an alert.
The bold part is a reasonable breadcrumb from the GM, the rest is the party being strapped to the
author's story missile. Worse still is that 5e does not even have a mechanic that the GM
could leverage to lob in a breadcrumb at cost to speed things up like the underlined part. Either multiple
session time consuming interactions & efforts at scouting/exploration each with a chance to insert a rest are condensed into a summary or the
author's story missile is still continuing on its course here.
But someone will be along to relieve them eventually.
How do the players come to this conclusion without a
novelist telling them? The players can on their own
if you go from the short couple sessions of TSC to a long running many session campaign of investigating these goblins or whatever, but doing that runs the risk of players losing the ball on a story that has too many elements rubn
Do you take an hour to short rest in this instance, with the risk of another encounter, and making things harder for you up ahead? Let's assume no.
See my last comment on 5e rest design.
As you move through the narrow tunnels, you realize that any encounter that A) goes too long or B) makes too much noise, will have the entire complex alerted and actively hunting you down. Your best bet is to take the complex chamber by chamber, quickly eliminating patrols.
5e dialed back on attrition to such an extreme degree than encounter length(A) is really only a concern for losing interest when it drags on boring everyone. Going beyond that though it really doesn't matter because PC's are designed with 6-8 encounter day expecting gas tanks on top of monsters being designed for inefficacy and the previously noted rest guarantees. For much the same reasons it becomes virtually impossible for (B) to be a concern without the
author telling players
and having players not call their bluff
You find a barracks, and surprise some of the goblins. Again, resources are expended to do so quickly. You might be able to rest here, but you have no way of knowing when another goblin might show up to rest, or when these goblins were supposed to go on shift
The bold part is ok summarization of an encounter. The rest is thwarted by the design of rest mechanics in 5e giving the players a concrete certainty that everything will be ok if they just say "so what, lets take a rest here" and rely on the expectation that the GM won't TPK them
Do you take an hour to short rest in this instance, with the risk of another encounter, and making things harder for you up ahead? Let's assume no.
"harder" is a relic of past editions that fails to carry over well into 5e thanks to safe+explosive rest design monster inefficacy & bloated encounter day expectations. The players know that the GM is not going to bore them to death with dozens of goblins all at once capable of focus firing PCs into a fine red mist and they know that if the GM drags out the later encounter with endless stragglers it will reflect poorly on the GM in a way likely to blow up the campaign or result in losing players to boredom if it keeps happening
Eventually, your luck runs out, and a goblin escapes a battle to warn the others. With the goblins on full alert, large groups start actively searching for you. You can no longer rest here at all. Your choices are to flee to rest, and come back to find the goblins fully dug in and fortified, or push on, and hope you can cause significant enough damage to put an end to their raiding activities.
That's not how 5e rest mechanics work at all and the previous issues with encounter day bloat +incapable monsters still applies