1. Based on what you are saying the random aspect can basically be disregarded in terms of it's effects on the 5MWD. That's good to know.
2. All you've done is shifted the questions to - what is the starting dc I should make a check at and at what rate should the DC increase. It's the same root problem about the same how many rests per day do I want the party to reasonably take.
You didn't like the roll due to the uncertainty it creates. So I ask you, at which point do you want the PCs to start auto gaining levels of exhaustion as opposed to rolling to see if they suffer from any? I'm not suggesting setting any DCs - there is no need if there is no roll, right?
Depends on the rate of encounters occurring during that travel... no?
Dude, how many encounters do you plan to cram into travel?
This system is for people who do not want 6-8 encounters during travel and 6-8 per day in a city. If you're running that many encounters then the standard rules are A-ok and you really have no leg to complain IMO.
That's something I hadn't thought much about but which I definitely dislike. Higher level PC's having an easier time recovering resources. Seems strange and seems to serve no purpose.
You find it strange that in D&D characters become more experienced on how to manage/conserve their resources as they level up?
Sure, but part of my interest is why you chose the parameters you did that it's been working in your games for the past 2 years. Why did you choose 3 levels of exhaustion?
Just some backstory: So the poster who came up with this idea originally
(a) Had the DC set at 5 and 15 originally (I changed that to 5 and 10, 15 was excessive in my view).
(b) Travel Rests gave Advantage (I changed that to Long Rests).
(c) The modifier was Proficiency + Prime Stat, which I used for well over a year (at first level +5/+6 minimum with most characters as opposed to +4. In my pdf I mentioned why I didn't like that - due to a conversation with Blue about catering to a specific style).
I stuck with the 3 levels (as per the original poster)
Because the rules as they are, allow for
wizards to recover (fully) in the midst of combat, 3 levels of exhaustion seem like a fitting trade (IF they fail).
Because I wanted Long Rests / walled safe cities to be valuable for
wizards as it gently curbs their power (world-building wise).
Inherently overland travel becomes dangerous - something I wanted without having to cram 6-8 encounters.
Any adventure where you are relatively close to the long rest site.
One example: a city adventure with tunnels owned by different factions under the city. Fairly easy to just go rest in the city at any given point.
Another example: exploring a dungeon that's within 24 hours of a long rest site.
All of these kinds of scenarios still suffer the same exact 5MWD abuse present in the original system - albeit with a little more time to allow fictional events to naturally unfold.
If PCs are continuously running away and taking a full 24 hours to rest and then returning - chances are they are the next time they are walking into that dungeon they are walking into a TPK. If not, then I feel the enemies are not being played to their potential.
A full 24 hours means they return every 2nd day - that is a lot of time for dungeon denizens to share information and re-organise themselves. no?
In a lot of scenarios it's even more forgiving than default 5e.
Yes, because a
wizard can push himself to regain his full spell allotment on the same day.
A travel rest comes very close in practice to a long rest - but you can take a 2nd one if needed
Not really. A Travel Rest doesn't cost you a FULL day. A Travel Rest doesn't reset your recovery after you have been travelling for 10 days (SR DC15, LR DC 20). A Travel Rest permits you to either remove 1 level of exhaustion or gain HD, not both....etc
It's not that it's not appealing. it's that they aren't doing this for in fiction reasons. They instead are doing it metagame toward their recovery abilities.
Sure. But now I have players interested in the map, interested in the terrain, interested in the stories and tales of these places and the possible denizens they hide, interested in the time it will take.
Metagame or not, the players are behaving likes their characters.