So DS! exists as a game which tries to extract the core ideas of 4e and get rid of a bunch of the D&D sacred cows that were left over. It does a bunch of I think interesting things to get there, the core of which is giving each class a build/spend mechanic for your powerful abilities. None of them are limited by rest, they're instead limited by "how well can you build up your counters." This directly ties into avoiding the 5mwd design via the accumulation of Victories, which you gain from each Encounter (which is inclusive of Montage scenes which can go for anything from a short chase through a city up through crossing a desert; along with high-stakes Negotiations) and stack until you declare a Respite - 24 hours of chilling. As your Victories stack up, they give you more of your class power at the start of a combat encounter, so you can nova harder - perhaps opening up with a 7 or 9 cost power that significantly defines the battle.
Conversely, your Recoveries (Surges but now we call everything Stamina which feels a little bit better fictionally when we use Catch Breath to recover in combat etc) are depleted along the way via combat or as a consequence to Montage failures etc. Those recharge in full on a Respite.
So you've got this tension between "as we push further, we can push faster" vs "ok but do we have enough available to Recover still."
And then a lot of the basic class fantasy stuff is baked in as a Maneuver (Bonus Action basically), eg: the Cleric equivalent's healing spell is core and allows them to trigger a Recovery on self/ally in range. Nothing special, but they can spend their class resource to boost that significantly - healing the entire party at once, curing conditions, triggering two Resources on a single target, etc.
One other clever thing that DS! tries to do with the Heroic Resources is add a bunch of thematic triggers to get bonus amounts based on events that occur during a combat. This is a mechanical way it's trying to a) have players keep their focus on the flow of combat even off turn and b) set up additional tactical combos to power bigger abilities.