How about you skip the RP and just run the numbers?
The to and fro is because Flamestrike is setting up a "no long rests and probably only a few short ones", while Celtavian is quite understandably wary of such a trap.
My suggestion: ask the Wizard WHY the world ends in a mere five hours?
How come he knows this? What would happen if our party weren't around?
Myself, I'm sure it's possible to use the design guidelines to create a satisfactory 6-8 adventure day.
My problem is that the game provides very few tools to the DM to actually make this happening.
For this thread, I really suggest you Celtavian volunteer the wizard's traplike conditions, or we'll never get started.
Well, as I have said on multiple occasions, having a nice little time constraint is good once in a while. But if you start to rely on it to make the game work, then it becomes a burden.The fact that you also consider a time limit placed on an adventure (and one suggested by the DMG no less) as a 'trap' says a lot.
Well, as I have said on multiple occasions, having a nice little time constraint is good once in a while. But if you start to rely on it to make the game work, then it becomes a burden.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.