The design requires the GM to run adventures in a non-natural way in order to prevent one class type from dominating, simply because the attrition model is weak.
I disagree. I run my game in a very "natural" way because I actually use creature and encounter frequency and place monsters in lairs, etc. according to the game-world and story when PCs get to those lairs.
This means sometimes I have one encounter between rests, a couple, more, and sometimes a dozen before the PCs get a chance to long rest... But the point is the PCs never know which is going to happen, so to choose to nova without need often leads to trouble for the caster later on. Most martials with more at will or several use abilities, or who can more easily get in a short rest, don't have to worry as much about that--the sole exception being the paladin's nova capabilities.
In a better designed system the pacing of encounters should be something that impacts every player character. No particular class should be more or less punished by choosing not to rest.
Every player character
is impacted, just in different ways.
Just to make it clear: I actually agree with what you are saying that it is possible to avoid the problems by playing in a particular way, but I think the system would benefit if you redesigned it so this wasn't a necessity.
Fair enough, but I think that redesign would result in a game which does not feel like D&D to many players.
Yeah I think this is a situation where we are probably playing in entirely different campaign styles.
The (very long) campaign I have played in involved mostly city adventures and overland travel and very few dungeons.
Maybe. But I wouldn't be surprised if it is maybe not. To me location matters not, it is about pacing.
My "hag lair" could have just as easily been in the sewers beneath the city, where the hags have more humanoids to trick, manipulate, employ them, exploit them, etc. The same situation could have easily happened with one or two encounters before reaching the lair in the sewers.
Overland travel and random encounters are more likely the time when PCs will have none, one, or maybe two random encounters between rests. However, IME in such cases the martials handle them just as easily as casters.
The easy way is to make standard attacks and cantrips weaker (!) and then give martial characters daily abilities which pack extra punch...
I agree with (at the high end) making cantrips weaker. They are meant to be a fall-back for casters IMO, not a "go to". This is one way I like to differentiate between casters and martials. Martials attacking with weapons is their "go to", casters "go to" should be using "more meaningful" magic, not cantrips.
Giving martials even more "punch" (as I said upthread I think) makes D&D too superheroic IME. Not a lot of people like that, especially below 10th level. I think many would argue martials already have daily abilities with extra punch. Action Surge, Rage, Smites, etc. are all limited daily abilities which are the martials "novas". An issue, again, is when these are used to end an encounter more quickly, but are overkill for it really. Same is true for spellcasters who waste higher level slots.
But you can also look at other systems for inspiration.
- In Lancer, almost everything you can do is at will. With only a few abilities per "class" being once-per-mission.
- In Dragonbane, most abilities use a will power resource with a uniform recovery.
- In Call of Cthulhu, all "abilities" are at will, but you can be limited by ammo and such.
- In Triangle Agency, everything uses the same resource
The problem is easily solvable, but I suspect there will be incredible amounts of backlash against any attempts at modernising the system.
I am only slightly familiar with Dragonbane and none of the others, so I can't say how much they might or might not work in a D&D-style game. I think the backlash would be more about losing the feel of D&D than anything else.
But I also think any changes will likely just make the 5MWD a bigger thing again. Regardless of when features get recovered, the fact they have be recovered following a rest will mean PCs will want to rest after each encounter, or few encounters, or when attrition sets in... depending on how the DM controls the flow of the narrative and encounters.