Tony Vargas
Legend
It's not even really a variant, the DM can just rule that resting 8 hrs in a fetid swamp means you wake up feeling worse than when you lay down, instead of giving you the benefits of a long rest - or he can rule that some checks will let you find a place in the swamp where you can rest. It's just runnin' 5e, is all. You have the power to make the game do what you need to keep your campaign fun (or whatever "creative agenda" is most important to your group).Yep, variant rules (restricting rests due to hard environments, or making a long rest a week) make HP as a wilderness resource more viable, and 5e could DEFINITELY use some better exploration rules (falling back on previous e's hasn't done 5e many favors in this regard).
Can't agree that that was the reason, no. 5e is more on the side of DM Empowerment than Player Entitlement. Classes that balance without regard to the pace of the campaign free up both player and DM to choose that pacing without any further wrinkles. Encounters balanced in a vacuum - like in the last edition of Gamma World, where PC's abilities hard-reset after every encounter, with sleeping something you did just because sleep was still theoretically necessary - make the choice less meaningful on the player side, though, even as they make encounter balance & encounter design very easy.I think both DMs and players need to celebrate the choice that adventuring day planning affords over encounter planning. One of the reasons why WoTC designed the 6-8 encounter day and moved away from encounter by encounter design was to put the decision to take short and long rests firmly in the hands of the players. Now, it really is a choice.
That's never been the case in D&D, itself, though: shorter days have always meant the party could handle tougher encounters.
Not that 1 hr vs 8 hrs is exactly ideal, either, but they're so easy to vary, it hardly matters. Make it a night's rest and a week's leave, make it 5 min and 6 hrs. You can map it to the campaign's expected pacing, so long as you more or less stick with that pacing. Personally, I think just 'ruling' when which rest is possible and how long it take is fine, too - even preferable, because it give the DM more freedom.Do you stop for an hour to recover slightly, or do you keep pursuing foes? Do you as a party feel as if you've found a safe enough place to rest either for 1 hour or for a full 8 when you feel exhausted an nearly drained?
OK, now I'm flashing back the edition war...I'm finding that when we give ourselves over to this mentality, we are more immersed in our character experience and the mechanics of resting rarely break my immersion.
And there you have it. 4e had a mix of encounter, daily, and at-will resources, and encounter-design guidelines with an expectation of 4-6 encounters/day - fewer encounters means dailies were more powerful and encounters could be harder, but class balance wasn't impacted, because everyone has comparable daily resources - it gave DMs the freedom to use the pacing they liked, and players an incentive to rest if they thought they needed it to be able to face coming challenges (and a contrary incentive to push on to a milestone and get an action point & unlock an item-daily use or magic ring property or whatever). 5e has a mix of short- & long- rest resources and at-wills, and encounter-design guidelines with an expectation that the party will outnumber the opposition (or the difficulty is adjusted up with a multiplier) and that there will be 6-8 encounters/day with 2-3 short rests, and both encounter difficulty and class balance are affected by that, because classes mechanically differentiated by having different mixes of resources - it Empowers DMs to showcase the strengths of different characters by varying pacing, to rule whether rests are possible or how long they take to vary pacing, and to provide a range of adventuring challenges. That's not so different that one is an abomination or the other even strictly superior.When we played with milestones (4e) the game always intruded and it felt more mechanical and less organic. So, to get the most out of 6-8, everyone has to buy into it.
The two are hardly exclusive, indeed, they're complementary. 5e gives you encounter-design guidelines so you can balance encounters to be medium-hard, (or easy or deadly+ if you want to consider that 'imbalanced'). It's a feature 5e has retained from 3e & 4e, but an ability that experienced DMs had long since developed on their own before that.I've also found that when players expect more in a day, I feel much more free to throw anything at them that fits with the story/situation, rather than try to balance encounters.
Running a varied and interesting game, a 'living world' as we sometimes call it, is certainly something that helps when running 5e. I don't know if it's fair to say that the 6-8 encounter assumption, specifically, has anything to do with enabling that or making it necessary, though. And it certainly doesn't open up design space, though design space is a developer issue, so maybe you meant something else...With adventuring day, I feel perfectly fine just having the party encounter 2 guards. Most of the times, this is a triffle, but it fits the story, and with some random rolls it is quite possible that even against 2 guards, the party may need to blow some resources, or an alarm can be raised or one of the guards can escape, etc. I can also introduce them to an encounter where they are severely outmatched and depending on their condition or time of day, they have a different set of decisions that they must decide between. 6-8 encounters basically opens up the design space for a DM and allows the DM to use variety and diversity to make the adventure more interesting. To capitalize on this, all DMs need to pay more attention to variety and building encounters that have meaning and fit within the story of the campaign rather than worry so much about developing each and every encounter as a test that pushes the party to its limits.
Was it every hard before? Bounded Accuracy does lend itself to simply adding more monsters to get a more challenging encounter, even when the monsters' CR is far below the party's level. It's a little tricky, because the vital multiplier is less valid in a 'wave' encounter.Also, it is so easy now to have an easy encounter escalate into a more difficult battle as reinforcements join the fray.
Again, I question the causation you posit. DM Empowerment allows a DM to introduce a great deal of variety into his campaign, between the DM's traditional authority and the way 5e leans towards rulings over rules, he essentially has carte blanche. A 6-8 encounter guideline is no different/better than a 1-3, 3-4 or 4-6 guideline, in that regard, though - and only a little more convenient than no guideline at all (and less convenient than needing no such guideline - the very wholly-Encounter-based straw man you stacked it up against).Overall, the key to enjoying 6-8 encounter/day design is to be conscious of the variety and diversity it affords.