What do you think is a meta-game reward, in this scenario? Because I'm positing that experience is an in-game reward, for the characters, which they earn as a result of taking actions which make sense to them.
Fighting six encounters in a day is not like pulling an all-nighter in college. It's not about the quantity. It's about the objective difficulty, and how hard you need to overcome that challenge. It's like studying chapter six, specifically, where chapters 1-5 are just a review to bring you up to speed so you can tackle it. The point of the first five encounters is that they get you to a place where you might learn something from the sixth encounter.
If I get better at casting fireballs by casting fireballs, why continue to seek out encounters after I've run out of fireballs if I can safely rest until I regain the ability to cast them again? If my PC is in encounters where he's reduced to casting cantrips, why not cast cantrips in camp? Yes, certain PCs are going to be driven and feel like they must push on until exhaustion hits ... but that's not all PCs.
I get what you're saying, I just don't think it's necessary and it feel artificial to me. That's all. It may work great for other groups, for people with different motivations. I'm just saying that for me it would take me out of my sense of immersion and be a de-motivator.
If the phrase "we should do X because we get more XP" ever comes up in a game it bugs me. Call it a pet peeve.
[EDIT] in addition, just like players not all PCs are motivated by gaining levels. Some are, some are not. That, and this rule just feels lazy to me. As a DM if I can't set up encounters that challenge my players without resorting to this kind of meta-game gimmick, shame on me.
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