Are there good examples of satisfactory mechanical set-ups that discourage frequent resting between encounters?
Outside of D&D my experience has mostly been Palladium (RIFTS), FATE (Dresden Files), Mutants & Masterminds, and FFG Star Wars.
All of those tend to either assume full recovery between encounters (M&M doesn't limit resources much), or relies on story based time crunches. We had races to intercept shipments, running from various foes, races against other treasure seekers and infestations that were actively spreading.
I don't think any of the systems had rules against frequent rests, just the world had consequences as time passed, but I am curious what systems have rule based limits and what they use.
Outside of D&D my experience has mostly been Palladium (RIFTS), FATE (Dresden Files), Mutants & Masterminds, and FFG Star Wars.
All of those tend to either assume full recovery between encounters (M&M doesn't limit resources much), or relies on story based time crunches. We had races to intercept shipments, running from various foes, races against other treasure seekers and infestations that were actively spreading.
I don't think any of the systems had rules against frequent rests, just the world had consequences as time passed, but I am curious what systems have rule based limits and what they use.