Throwing encounters at people rather then have them arise organically for either narrative or simulation reasons sounds like you are trying to hit a quota.
Non combat encounters don't count as they don't drain resources in the same way (& you can easily have lots of these I agree)
While this is true if you are trying to design encounters to be exciting that will be your priority & likely to be the outcome. If your overriding principle is to have your 6-8 attriotional encounters then that's what you are likely to get, with excitement incidental.
Also there can be very rubbish "exciting" encounters. I remember fighting a lone wight (or some other drainy undead) in 3e days with who had the possibility of hitting & ruining someone's day but the fight was just standing round in a ring thumping him. So exciting if you like slot machine style gambling which I don't.
I like that there can be textured encounters - running fights with superior foes or ambushing a couple of scouts (something 4e was terrible at) but they need to be there for a reason not just so there can be 6-8.
Well I often get told that if I am not using 6-8 encounters the game is not properly balanced & I may be projecting my antipathy for that on to youSorry!
A rule being optional is relevant because it assumes that game is built without the advantages of the rule being taken into account when creating monsters or encounter challenges. Thus a DM must take into account the advantages provided by the rule when designing encounters to challenge players using the optional rule.
This is all fine and dandy, but how do you actually do it in practice?
I mean, this isn't the first time I've read stuff like "Resting should be a hard decision the party makes"...
...but there's absolutely no game mechanic to make it so.
It's all dumped in the lap of the adventure designer or DM. Sure, I can come up with a trite variation of the "the princess will be sacrificed in X hours or days" to use story to limit rests, but
a) this feels so very arbitrary: some stories don't have a ticking clock built-in. In fact, if the clock sets a hard uncircumventable limit, I've found this will reek of being there only for rest-denying purposes more often than not.
b) this still does not change the fact that 7 easy fights are boring while 3 challenging ones are exciting
What, exactly, in 5E's design makes it "encourage[] the game to be about more than a string of very difficult encounters"...? (I honestly don't see it!)
If you're talking about pressing on despite being low on spells and hit points, I don't see how this edition differs from any other in that there really isn't any mechanical support that actually encourages you to actually do that.
Adding in a ticking clock that forces you to extend the adventurig day is fine once in a while, but it does nothing to solve the issue more generally.
Contrast this to something like: "the party can't gain the benefits of a short rest until after completing at least two encounters, and the party can't gain the benefits of a long rest until after completing at least two short rests."
NOW YOURE TALKING.
Now suddenly D&D would be transformed into a game where resource depletion would be a real thing, regardless of story. Now the adventure would be freed from the yoke of having to provide rest constraints, and all this talk about how the game "should" do this and "should" do that would suddenly make sense!
But I fear such an edition of the game will never come to pass.
Sigh...
Sorry but I am specifically talking about the 6-8 encounter day expectation.words
Non combat encounters don't count? An encounter during travel could be a rock slide. The party may escape with only minor injuries, but if their pack mules along with all supplies are swept down the mountainside, and the party is left with almost nothing in the middle of nowhere, then I would call that a significant encounter that impacts the survival chances of the group.
By your own admission on other threads, you've never really seen a barbarian in action. The class has a lot more going for it than "just damage". While raging, it's hit points are effectively doubled, which allows it to soak up more punishment than any other class (except moon druids at lower levels of play and at level 20). Raging also grants advantage on all Strength checks starting at first level. The level 7 Champion Fighter feature which you seem to extol does NOT grant advantage on Strength checks. It grants half of your proficiency bonus to any Strength check if none of your existing proficiencies apply. A barbarian can grapple an opponent with advantage, and then shove the opponent prone with advantage. The opponent cannot stand up until it breaks the grapple, and the barbarian gets advantage on its opposed checks to prevent that from happening. All at 1st level, and all without any investment in feats. This provides some of the best control in the game. In short, don't judge the class until you've actually seen it in action.Classes to avoid.
Barbarians (its just damage)
By your own admission on other threads, you've never really seen a barbarian in action. The class has a lot more going for it than "just damage". While raging, it's hit points are effectively doubled, which allows it to soak up more punishment than any other class (except moon druids at lower levels of play and at level 20). Raging also grants advantage on all Strength checks starting at first level. The level 7 Champion Fighter feature which you seem to extol does NOT grant advantage on Strength checks. It grants half of your proficiency bonus to any Strength check if none of your existing proficiencies apply. A barbarian can grapple an opponent with advantage, and then shove the opponent prone with advantage. The opponent cannot stand up until it breaks the grapple, and the barbarian gets advantage on its opposed checks to prevent that from happening. All at 1st level, and all without any investment in feats. This provides some of the best control in the game. In short, don't judge the class until you've actually seen it in action.
Speaking of non-combat encounters, am I the only one here whose sessions feature activities such as PCs running against each other for mayor of their little town, to see who receives tax revenues and is responsible for defense? D&D is a roleplaying game, with combat only 1/3 of the major activities according to the PHB pillars.