Fundamentally, 5MWD is a conflict of incentives.
Adventuring in Dnd weakens a character; Resting strengthens them. Therefore, given the choice, players tend to side on more rests than less. Further, there is no real mechanical "penalty" to resting. There are certain limits (such as no long rest for 16 hours after the last one), but no actual penalties. The penalties are all narratively invoked by the DM. Resting might lead to an ambush, or the monsters rearranging themselves, or the McGuffin goes off because the party took too long, etc.
Now sometimes these narrative incentives are enough but it requires active and continuous work from the DM. Further, some scenarios weaken these tools. If my dungeon is filled with traps lets say, resting isn't going to suddenly make the traps move around. An ambush might not make sense if the party is traveling through an isolated desert, etc.
So for our ideal "fix", the party is incentivized not to rest...and these incentives are mechanical (not narrative). There are fundamentally 4 buckets you can invoke (with an example for each one):
Remove Stick for Adventuring
Some combination of these 4 will provide a system to fit a given game.
Adventuring in Dnd weakens a character; Resting strengthens them. Therefore, given the choice, players tend to side on more rests than less. Further, there is no real mechanical "penalty" to resting. There are certain limits (such as no long rest for 16 hours after the last one), but no actual penalties. The penalties are all narratively invoked by the DM. Resting might lead to an ambush, or the monsters rearranging themselves, or the McGuffin goes off because the party took too long, etc.
Now sometimes these narrative incentives are enough but it requires active and continuous work from the DM. Further, some scenarios weaken these tools. If my dungeon is filled with traps lets say, resting isn't going to suddenly make the traps move around. An ambush might not make sense if the party is traveling through an isolated desert, etc.
So for our ideal "fix", the party is incentivized not to rest...and these incentives are mechanical (not narrative). There are fundamentally 4 buckets you can invoke (with an example for each one):
Remove Stick for Adventuring
- Players recover their abilities after each encounter or after a very short rest (ala 4e's 5 min rest that recovered almost all abilities).
- Players actually get stronger the more encounters they do in a day
- Unlock new abilities
- Gain a bonus to attacks, saves, etc
- Gain inspiration
- A player does not suffer the penalties of fatigue until after taking a long rest (similar to how in real life you can feel pretty good after a day of labor, but then after you sleep the next morning you feel super sore).
- Certain abilities don't recover on rest (only when certain milestones are hit as an example).
Some combination of these 4 will provide a system to fit a given game.