^This. I don't think that most parties would be taking 8 short rests because of the efficiency of how the Cleric heals. Even in the worst case scenario of everyone at 1HP after the fight, the Cleric would only 6 rests for a 5 man party (5 * 2 Healing Words, plus another rest to recharge them).
see disclaimor at the bottom of the post, please.
This seems to be the crux of the issue, that many people don't like the Cleric healing everyone up between encounters. The problem is that the system was designed with the premise in mind that Leaders increase the efficiency of healing between encounters as well as providing additional healing during the encounter itself. Why do you think spells that don't use surges, like the Pally's Lay on Hands and Cure Light Wounds, are dailies? It's to prevent them from getting spammed between encounters.
I'm fine with the cleric healing the party if he's got the powers to do so. I'm not fine with the party hanging out for 5-25 minutes waiting for the clerics powers to recharge over and over again. I don't find it thematically appropriate. It seems a bit anticlimactic to me. This isn't a rules call, it's a flavor call. Obviously it's up to each DM to make this decision.
The second issue is the whole 5 minute thing. Honestly, it's just an arbitrary number. 5 minutes, 15 minutes, most of the time (as in 95%+) it doesn't matter. Doesn't the DMG suggest a 10% per hour for encounter wandering patrols if the PC's decide to take an extended rest in a dungeon? That would put the chance at 2.5% for a 15 minute rest...so if you suddenly just decide "Well, the Cleric's healing them? Wandering monsters...muahahaha"
It's not a random patrol, at least in my case. It's the party alerting nearby monsters that they're there and killing their buddies. Then again my monsters get names and such and cry out for friends in combat... If your monsters are just bags of XP sitting around waiting to be killed, I guess that's different. I try to run a dynamic dungeon.
won't your players find it strange that they can rest for 6 hours without encountering ANY?
I can't imagine they would. They've never had a successful extended rest in a dungeon. Correction: They had one where they spend an hour or so fortifying a room. Sealing Nail and all.
Let's look at the 5 minute thing some more though. Say you're fighting in room A, and you clear out the enemies. There's bad guys in room B down the hall, so you take a short rest of 5 minutes. The bad guys now wait patiently for you to come...but only for 5 minutes. You take 10, or maybe 15? They'll break down the door and charge you... That sort of logic just doesn't make sense in the MAJORITY of encounters. In some, yes, but not most. Most of the time the PC's should have ample time to extend their rest a bit and have their Leader heal them, within reason.
My game takes place in a world where adventuring is the norm. There are towns built around catering to adventurers going to the nearby dungeon/cave/ruins. There are famed adventuring parties traveling like rock bands. The place is at least a bit like the world of Tarol Hunt's Goblins.
Monsters understand what to expect when adventurers are in the area. After they're done killing their buddies, the adventurers are coming after them. The monsters think defensively and prepare for what's coming. As such, I've got most of my encounters planned out accordingly.
If players leave one encounter and head straight to the next, the monsters are surprised as heck. Why didn't they rest. The one time this happened the PCs came into a room with a huddle of goblins forming their plan.
If they walk in after a 5 minute rest, the critters are generally ready for them.
If the monsters don't see the PCs soon, they go hunting. They also send runners to inform others.
Circumstances can certainly change the reactions in many ways. Heck once the PCs set up an ambush when they knew there were forewarned monsters down the hall. Other times the cowardly goblins, having a way out, just ran for their lives. The players yelled at me for stealing their XP. I told them that they sat around for 10 minutes after making all that racket in a goblin fort. What did they expect? We talked it out and they said that the goblins' response was more reasonable than they wanted to admit, especially for minions.
Lastly, you can always encourage your players to hurry things up a bit. Perhaps a subtle, "You start to hear sounds from nearby of others searching. Best to hurry up before they find you." might motivate your players to get a move on. Or, just openly tell your players that they should look at their hitpoints and see if they really need to waste time waiting for the Cleric, or if they can just heal up themselves. After combat with my Dragonborn Fighter, for example, I often find that waiting for the Cleric won't really save me any surges because of the bonus to surge value I get from my 16 CON. So if I don't need the extra boost, I just spend surges as normal so that we can get moving faster. Or if I'm just a couple HP's from full, and it would require ANOTHER 5 minutes? Well, I just suck it up and say "I'm fine, let's get going."
I address most of this a few centimeters up, I think.
One of the big issues in this discussion is the kind of game people want. Simulationists wouldn't want to calculate how to get the most HPs and then rest that exact ammount of time. Competetors/number crunchers would flip if their DM didn't encourage exactly that.
FadedC - please reread my posts and try to acknowledge the following. I understand that a short rest allows you to recharge encounter power. I understand that there is nothing, mechanically, stopping PCs from taking 17* short rests in a row if they like. I understand that Mosters do not have magical glue stuck to their feet keeping them rooted to a spot until seen by PCs. I understand that Combat is loud and may attact nearby, unglued, monsters. While it is mechanically acceptable for a group of PCs to rest as long as they like, I do not feel it's thematically appropriate.
* I like hyperbole. I'll try to keep this note in my posts.