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.
Perhaps a question for another thread, but what sequences are there in official published scenarios that are likely to make 6-8 encounters when the party doesn't feel like playing along?
My own suspicion is: very very few. Like, perhaps once out of ten or twenty adventuring days.
But free free to respond elsewhere.
For this thread, I really suggest you Celtavian volunteer the wizard's traplike conditions, or we'll never get started. [emoji55]
Capn,
If this is a test of 5E, it's 5E as written. Which is what I run. That means the rules in the PHB with the agreed upon optional rules. No changes to long or short rests.
If Flamestrike starts using the tools we DMs can only rarely use like antimagic, I'll probably end the campaign right there. For continuous high level play, you can't take away the players' toys and expect that to be an example of what a DM can do over and over again. You'd be lucky to use antimagic of some kind of 5% or less of encounters. To prove the premise that 5E encounter building works as designed, the characters have to be fairly standard and the encounters have to be fairly standard.
Otherwise it comes down to a super min-maxed group (which I avoided) versus a DM creating a one shot series of encounters that is extremely uncommon. That doesn't prove anything to DMs like you, me, and Zard that run high level campaigns where we must design continuous encounters for high level characters that make reasonable sense within the context of the world. I don't design one shots and the like. If I were basing my assumptions on one shots or short, high level campaigns, maybe I'd say, "High level combat is ok." My assumptions are based on long-term campaigning where I'll be designing dozens of high level encounters for the same characters. A one shot of an extreme nature using antimagic and the like doesn't test 5E high level encounter design and combat. It just shows one far outlier that any of us can create.