If I may sum up my understanding and related questions about some of the (numerous) things said in this thread:
. The game is not suited to "nova players".
=> Indeed. 2014 was aimed at veteran players with a tendency towards old school dungeoneering, where rests are not easy and fights numerous. The 2024 edition recognized that and cranked up the monsters and the encounters guidelines accordingly.
. But if you crank up the difficulty too much, the game is too deadly! There's no button to find the perfect macth-up.
=> Indeed. Because the perfect match-up is very context-dependent and a tool will only goes this far before being way too complex to use. See the three tables and not-so-hidden guidelines in the DMG14, which are apparently already too complex for a vast majority of players.
=> And what is a perfect match-up? What is a perfect win-to-lose ratio? Are we sure there is some objective value to assign, here? I'm not sure what the "high" difficulty in 5E24 gives us, but I'd say it's around a 80/20 win/lose ratio. Is it too deadly? Not deadly enough? I don't know. Seems right to me.
=> This 80/20 ratio I experimented is certainly linked to the fact my players aren't expert tacticians devoted to this particular game since several decades. Apparently, some here can chain 5 high difficulty fights cranked up to eleven without a sweatr. Fine. But is it a bad thing? Should CR be calibrated around newish players or around this kind of uber-experts? Is there even a good answer, here?
. The perfect ratio is a tensed fight where the good side win at the end.
=> Ok, sure, but if there's a way to tell how a fight will end just by looking at numbers at the beginning of the fight, then there's not much game left, is it? If the outcomes are that predictable, what is the point?
80/20 seems kinda right, to me. And it's taking nova into account, at least casual players nova-ing. For veterans, I guess cranking the CR up a notch is not some kind of insurmountable problem?
. It's hard to enforce resting limits.
=> I don't think so, to be honest. Narrative constraints are easy and free. Time, place, random encounters, values, heroics. Social constraints too. Rythm, open discussion about personal preferences, calibrating between all players.
I do think it's hard to push players towards modes of playing that they don't like, though. And if they don't like their characters pushed to their limits, well, why should they be? There are here to have fun. Maybe they took Tiny Hut as a spell precisely because they would like to play fully-rested most of the time. Let them. If they don't find this fun in the end, well, maybe suggest they swap this spell?
I was more thinking options. Unfortunately 5.5 was designed without any.
But 5.5 encounter difficulty is designed around fully-rested characters, so there would be not much of a point, here. Besides, the DMG14 is still there, isn't it?