mattdm said:So far my players have done five to six encounters per adventuring day. This is in contrast with two or three (or sometimes just one) with the same group in 3E
Mustrum_Ridcully said:The daily limit are always the healing surges, rarely the daily powers.
For any 3E group I played in, healing was NEVER the limiting factor that determined when rest time was. The remaining highest-level spells of the caster(s) was what determined rest times. If your encounters don't require the caster(s) to unleash the highest-level spells, then they are too easy - of course you can do many in a day. However, if your encounters are appropriately challenging, it is almost impossible to do more than 2-3 of them in a day - the caster(s) end(s) up dry...
For 4E, it should scale similarly all the way up - you should probably be able to do 6+ encounters in a day at any level.
It's astounding how much play experience can differ.
Also, most of our extended rests actually happen at narratively appropriate times (like bedtime) instead of being motivated by meta-game concerns.
What a ridiculous notion! lol
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When you do all that I stated above, it comes down to resources. Due to the inherent limitations of magic items and healing surges, a 3E character can go longer than a 4E character.
Us too.It was a rare encounter in 3.x that I ran into where the EL wasn't at least party level+2, regularly it ranged up to party level+4 (and occasionally beyond). The casters can't handle much more than one level+4 encounter in a day, or maybe two to three level+2 encounters.
If all we were up against was EL <= party level+1, then sure we could do them all day. Could even leave the wizard at home, in fact, and the cleric too, as long as the ranger can use CLW wands....

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.