EzekielRaiden
Follower of the Way
If I had to hazard a guess--only a guess, and one with my "forum polls are terrible data" Standard Disclaimer--I think this and the poll I made tell us three things, with the huge caveat that they may not even apply outside of the people directly asked.
1. D&D players in general form a roughly bimodal distribution. The first mode I will call "short day players," who have only 1-4 combats a "day" (if they have any at all), and 0-2 (average 1) short rests per "day." Incidentally, I'm going to call the period between long rests a "day" even though not everyone plays them as days--it's just convenience so I don't have to keep circumlocuting. The second mode I will call "long day players," who have 4-8 combats a "day" (avg. 5, maybe 5.5) and 1-3 short rests (average between 1.5 and 2). Occasionally some people will fall between the modes, as a result of encounters bleeding together into one large encounter, but I feel the modes are still meaningfully distinct nonetheless.
2. 5e was primarily designed more for "long day" players, hence the references to 6-8 combats a day, resting 2-3 times per day, etc. Thus, "short day" groups find 5e to be easier than expected, especially if their parties are heavily biased toward long rests (e.g. Paladin, Cleric, Wizard). People on the extreme end of the "long day" spectrum may find 5e to be harder than expected.
3. Some groups intuitively adjust for the difference between their playstyle and the game's expected resource drain, but a good portion do not. Again, this is especially true for "short-day" groups with parties biased toward long rests. The DMG as it stands does not provide enough advice/explicit recognition of the bimodal split and how it can interact with party composition.
1. D&D players in general form a roughly bimodal distribution. The first mode I will call "short day players," who have only 1-4 combats a "day" (if they have any at all), and 0-2 (average 1) short rests per "day." Incidentally, I'm going to call the period between long rests a "day" even though not everyone plays them as days--it's just convenience so I don't have to keep circumlocuting. The second mode I will call "long day players," who have 4-8 combats a "day" (avg. 5, maybe 5.5) and 1-3 short rests (average between 1.5 and 2). Occasionally some people will fall between the modes, as a result of encounters bleeding together into one large encounter, but I feel the modes are still meaningfully distinct nonetheless.
2. 5e was primarily designed more for "long day" players, hence the references to 6-8 combats a day, resting 2-3 times per day, etc. Thus, "short day" groups find 5e to be easier than expected, especially if their parties are heavily biased toward long rests (e.g. Paladin, Cleric, Wizard). People on the extreme end of the "long day" spectrum may find 5e to be harder than expected.
3. Some groups intuitively adjust for the difference between their playstyle and the game's expected resource drain, but a good portion do not. Again, this is especially true for "short-day" groups with parties biased toward long rests. The DMG as it stands does not provide enough advice/explicit recognition of the bimodal split and how it can interact with party composition.