First remember that I used the word 'possible' rather than 'likely'. Now consider: If you use up your wands of cure light wounds or scrolls of whatever, is it possible to want to break from the adventure to re-stock them? Yes.I don't think this is true. If resource management is of non-rechargable abilities (some spells in Runequest, potions and scrolls in D&D, etc) then there is no incentive to rest because you won't recharge them.
I'd argue that 'per-encounter' doesn't meet the criteria of 'significant impact'. Obviously I wasn't referring to encounter powers. However the same principal still applies. Let's call it the '24 second work period'. Fight for 4 rounds (24 seconds) rest for 5 minutes. How often does a party NOT take that short rest? It's exactly the same concept, just over a much shorter time scale.Also, if resource management is of per-encounter resources (eg encounter powers in 4e) then there is no need to anything but short rests to recharge them; and PCs can't try and recharge them by resting during the encounter because while you're in an encounter things aren't very restful.
I agree that this could be a solution, but I'm not terribly pleased with the idea. Perhaps we should ask, "At what point SHOULD the party stop pressing forward?".Agreed. I think some sort of milestone/Action Point mechanic can be one important part of this - depleting resources (be they spells or hit points or other slow-recharge resources) causes a new resource to grow.
Milestones beg two questions from players like myself:
1) How can a character get better throughout the day and then get worse after having a rest?
2) Why couldn't my character do that [extra action/whatever] at the beginning of the day?
It's a mechanic for mechanic's sake. There's no in-story reason for the mechanic to exist. This brings me back to the argument much earlier in this(?) thread: Should the mechanics exist to codify the story, or should the story try to explain the mechanics?
In other words, why does the character benefit from having 2 or more combats? What is the explanation for this? 4E doesn't offer an explanation. I can't think of a valid one. I don't want to turn this point into an argument, but I do want to make you aware that some players see this as 'gamey'. It's the rules-makers saying that the 15MAD is BadWrongFun. There's no emulation of the story, it's just a mechanic designed to force people to play in a certain manner.
This I agree with.As well as mechanics, advice can also help. D&D has never had good advice on how to adjudicate failure (beyond "roll up a new PC"). I think it's time for that to change.
Advice and mechanics on fleeing and on chase scenes would be very helpful.