ryryguy
First Post
Yes. This is why several people (including myself) say that 4e is primarily balanced around the encounter while 3e and previous editions were primarily balanced around the day.
A much more succinct way of expressing what I was getting at.

In many (most) cases this was the same (for hp that is) in 3.x, just that it was enabled by the ubiquitous wand of cure light wounds. Either money became the limiting factor or, more often, casters running out of spells since they were all dailies.
That's an interesting point. The difference would seem to be that sucking down cure light wounds from a wand in order to keep going was (I'm guessing) an unintended consequence in 3e; at the least, the game was not structured around the assumption that this would happen, as far as I can tell. No doubt DMs who had groups that did this learned to adjust over time in their encounter and adventure design.
And of course, you can't do the same trick with 4e healing consumables (potions) since they run off surges too. Healing without surges is pretty limited.
It is indeed nice that every encounter feels challenging, rather than just the last couple fights of the day. On the other hand, the system strongly penalizes the players if they enter a new encounter (by choice or by circumstance) without a 5-minute rest.
True, and the "we must rest 5 minutes before opening the next door" behavior this encourages risks exaggerating the gameyness of the system. A bit of a drawback, but not a major one IMHO. In most cases the party is going to spend 5 minutes messing around searching and so forth anyhow, plus it just makes sense that they would want to take a short breather after an intense combat.
The other case is that it interferes with some kinds of out-of-the-ordinary, dramatic situations you might like to run. An obvious example is an extended chase where you don't have a chance to rest between scenes where the pursuers catch up. The party can fall back on daily powers plus healing consumables in this kind of situation. Additionally, as DM I might relax the "5 minute rest" rule a little bit in this sort of situation. Perhaps allow the use of one healing surge plus recharging one encounter power of choice in between chase scenes, something like that.