Why? This is such a dumb argument. But yes, I really should have instead said "Gee, like a whole book dedicated to how to run the game like a Dungeon Master's Guide"? Is that better?You mean Chapter 8 of the DMG, where they don't discuss long vs short rests at all?
Or the rest variants section in Chapter 9, where they do not discuss the ratio of long to short rests, or the impact changing that may have on game balance?
If you're going to be snarky, check the text first.

No game can work for every style. Compromises and assumptions will always have to be made. The DM will always have to customize the game to suit their needs with a system as malleable as 5E. They tried to make a system that was more "bulletproof" with 4E and it didn't work.
Instead of complaining that the system doesn't work, maybe look at the person running the game and ask "how can I make this game work better". Instead of just rejecting all advice on how other people have addressed the perceived issue, try a few options yourself. Start a dialog and thread on what worked for you and what didn't. Maybe the answer is that you can't make D&D work for you. Maybe you should find a different system. But it works for me, it obviously works for a lot of people. There is no such thing as a perfect game, but there is "good enough". D&D 5E is "good enough".
I just get tired of people saying "they should have addressed my specific issue in language written exclusively for me in the words that I best understand." They repeatedly state that you to make the game my own. That, to me, is a strength of the game and not a weakness.
Nah, I was just being snarky for the most part.I believe he is referring to Chapter 3 of the DMG under the subheader "Short Rests". Its a quick sentence or so about how many short rests a party will generally need over the course of a full adventure day. Of course, the subsection about what entails a full adventure day is immediately above that.
