Wulf Ratbane
Adventurer
Jeff Wilder said:As to my point, an encounter is presumed to take five minutes.
Maybe my math is off here, but isn't that 50 rounds?
I don't think I've ever had an encounter run 50 rounds.
So if you've finished an encounter, I can't imagine too many circumstances wherein you can't take a brief rest ... nor, given the healing surge mechanics, too many circumstances in which you wouldn't need to do so. So even if "per rest" abilities exist, they're not going to be lacking, and thus they're irrelevant in terms of "running on fumes."
There are too many circumstances where you can't take a 5 minute rest for me to bother listing them all.
Just from my own recent play experience:
1) The PCs assaulted a castle, got more than they bargained for, and retreated into one of the guard towers while the guards brought in ladders and battering rams. (And wizards...) We barely had 5 rounds to whip out healing wands and potions, let alone 5 minutes.
2) The PCs attacked a group of gnolls, and their gnoll priests ran off with some artifact. We dispatched with their toadies and pursued them a couple of rounds later, by which time they had already retreated past a summoned guardian. By the time we defeated the guardian, we were so drained we could not possibly contend with the gnoll priests, so we had to (very reluctantly) admit defeat. They escaped with their artifact.
Really, this isn't hard. It's a silly argument.