Helldritch
Hero
Strange, I have no trouble to put that many encounters between rests. Already posted many of my tricks but here are some.You can really tell from the posts which gms have noticed this as a problem they've tried to fix and which gms (or players) are discussing this on a theoretical level.
Scaling encounter cr up is an easy solution that on rhe surface looks like it will work & in some cases of group makeup it might even seem good, but durations &ability consumption rates winds up being all screwed up with that while short rest lclssses get to start most every fight with fill resources plus the things intended to fill the gap when they are expected to be tapped outand long rest classes are probably doing the same but dont have the extra class abilities/powers while not being able to really make use of the extra endurance thst should be a boon simply because of durations concentration & the number of rounds. Maybe you as a GM think you can find a balance for this to work out, yet players will notice & adapt or simply make characters to make the most of this and it will get even worse
"Just force more encounters".... sure sounds great, but your going to run into the extreme ease of the huge recovery rest mechanisms I. 5e and the fact that short of an extremely strict doom clock always running or gm fiat level "no you cant rest.. you just xanr... it wont even work with rope trick in a tiny hut:" heavy handedness there's basically nothing that can be done to make "let's take a rest" difficult enough that the party wont take one. Sure you might squeeze in an extra fight but not the four to seven thst you need
1) Do not play monsters as static opponents that wait for the player to "activate" their "pods" as in some video games. The players made a foray into a lair and went back to rest before tackling the BBEG and the rest? Have the BBEG search for them. Have him and his retinue ambush the party. Have some reinforcement arrive.
2) Use random encounters and use the following.
Random encounters gives no exp and yield no treasures, ever. So no farming exp or treasure from random encounters. My players know this and act accordingly. Random encounters occurs until the allotment of encounters for the day are met.
3) For overland travel, estimate the possible number of days and roll all encounters and then narrate the inconsequential ones (like a deer or any animals) and only use the meaningful ones and weave them into 1 to 3 consecutive days. Example, for a 21 day travel, you can have up to 63 possible encounters. If you roll 12, use them in the last 3 days or in the middle. Fill the rest of the journey with descriptions and whatever you feel adds to the narrative. This allows for short rest character to shine and prevents a bit the "nova type " characters to blast everything as they do not know how long will the streak of encounters will last. You can even distribute some encounters in days far apart so that the players will always be on their toes. Here pacing and logic is the key.
For Tiny hut and the likes....
The more intelligent monsters/foes will know of these. Especially if caster are amongst their rank. Dispel magic can be used with great effectiveness. Tracking is possible. Magical detection can be used to.