Stormonu
NeoGrognard
I think the players should have some say in when and where they can rest (and I say this as a DM). At the same time, I think there should be some risk-reward process for taking the time to rest.
Of course, the biggest risk is probably Wandering Monsters. One of the problems with 3E & 4E is not so much that you can't introduce wandering monsters, but that they can upset a dungeon carefully balanced for the PCs leveling at a particular point. If the wandering monsters grant XP and/or treasure, it can throw off the leveling process. If XP wasn't done on a per monster basis, but instead at reaching certain "points" along the adventure, this wouldn't be as much a problem (though treasure still might).
Also, if the DM were given options to restock/resupply the bad guys when PCs rest, this could also be a balancing factor. If this options are presented at the start of the adventure for the DM, or presented and discussed in the DMG, it would become a balancing factor.
Some examples:
1) One or more rooms occupants are restocked with reinforcements
2) The complex goes on alert; chances of surprise are lowered and NPCs are prebuffed in preparation for the PCs
3) The bad guys call in some heavy artillery or the clearing of an area allows a more powerful monster to move in
4) Time closes in on preparations the bad guys have made, possibly making them stronger
5) Traps, barriers or other obstacles have been put in place to impede the character's progess
Of course, the biggest risk is probably Wandering Monsters. One of the problems with 3E & 4E is not so much that you can't introduce wandering monsters, but that they can upset a dungeon carefully balanced for the PCs leveling at a particular point. If the wandering monsters grant XP and/or treasure, it can throw off the leveling process. If XP wasn't done on a per monster basis, but instead at reaching certain "points" along the adventure, this wouldn't be as much a problem (though treasure still might).
Also, if the DM were given options to restock/resupply the bad guys when PCs rest, this could also be a balancing factor. If this options are presented at the start of the adventure for the DM, or presented and discussed in the DMG, it would become a balancing factor.
Some examples:
1) One or more rooms occupants are restocked with reinforcements
2) The complex goes on alert; chances of surprise are lowered and NPCs are prebuffed in preparation for the PCs
3) The bad guys call in some heavy artillery or the clearing of an area allows a more powerful monster to move in
4) Time closes in on preparations the bad guys have made, possibly making them stronger
5) Traps, barriers or other obstacles have been put in place to impede the character's progess