gribble
Explorer
What I've observed is that while it might be true that there is no need to stop adventuring because you're out of dailies, there is certainly a lot of incentive to.
As Asmor said upthread - if a party can rest after each encounter, they'd be foolish not to. Despite milestones giving the illusion of a benefit to pressing on - there actually is none (unless you've got more than 1/tier daily item that is superior to all your daily powers, or you have the ability to spend more than one AP per encounter and have been sandbagging APs).
Also, while healing surges are usually the main impetus for resting, it's less fun to press on without dailies - most of the really cool powers are the daily ones (conjurations, big damage, cool rider effects). This means players are more likely to want to stop, even when they don't have to.
In fact, the only reasons why parties in 4e don't rest between each encounter are external (i.e.: DM/adventure created complications) or machoism (i.e.: we're too tough to stop after one fight, lets press on). There's certainly nothing in the system that encourages/discourages it any more than earlier editions.
So, while it isn't technically necessary to stop when out of dailies, it certainly does influence when parties choose to call it a day, at least in the games I've played/run in.
As Asmor said upthread - if a party can rest after each encounter, they'd be foolish not to. Despite milestones giving the illusion of a benefit to pressing on - there actually is none (unless you've got more than 1/tier daily item that is superior to all your daily powers, or you have the ability to spend more than one AP per encounter and have been sandbagging APs).
Also, while healing surges are usually the main impetus for resting, it's less fun to press on without dailies - most of the really cool powers are the daily ones (conjurations, big damage, cool rider effects). This means players are more likely to want to stop, even when they don't have to.
In fact, the only reasons why parties in 4e don't rest between each encounter are external (i.e.: DM/adventure created complications) or machoism (i.e.: we're too tough to stop after one fight, lets press on). There's certainly nothing in the system that encourages/discourages it any more than earlier editions.
So, while it isn't technically necessary to stop when out of dailies, it certainly does influence when parties choose to call it a day, at least in the games I've played/run in.