Not every house rule is for everyone - they _can_ rest, however, it just doesn't give them back surges or dailies. And random encounters don't really work for it, either. It's for reaching actual milestones in the story or challenge. Well, unless for some reason the bar fight is truly challenging and picking up the bar maid is an important part of the adventure.
That is an extremely horrible rule. Wizard casts stoneksin. Ask the wizard, when do you get stoneskin back. Answer is... I have no idea. I'll be able to memorize the spell again at some indeterminate point in the future after I've killed some specific but unknown monsters that I have yet to find, but until then no matter how much I study my spellbook I can't cast that spell ever again. Also until then, my broken arm won't mend. Ever. Nor will healing potions function. Ever. No, my players would definitely quit if I pulled that on them.
Of course, the other one that was interesting was someone who suggested not giving the extended rest benefits _per adventure_. Pretty similar except you don't have a mid-quest intermission to recoup before the final battle. I imagine that's pretty different.
At any rate, the argument that it's artificial to disallow giving back surges falls flat when you consider that it's artificial to have the surges in the first place. Once you're already on board with surges (and hoo boy am I) then the rate at which you reacquire them is just another facet of gameplay. You could similarly reduce everyone's surge count by 4 and say you get 1 surge per encounter - that'd mix things up quite a bit too, but doesn't do anything I really care about![]()
I recommend giving players infinite healing surges. The fact that healing potions won't work because of some resource that has no parallel to reality has been used up powering magic items or crafting things or because you simply had a bad night's sleep is so blatantly stupid it makes me want to kick kittens. That and epic rares, but that's a different rant.
Surges also lead to the situation of the GM pushing players off a cliff. "Sorry guys, you have to fight the BBEG now, I know you're all hurt and out of surges, but it's a 99% chance of a TPK or the world is destroyed and you all die anyway. Guess you guys are a bunch of losers for not taking the Unicorn's Horn power." Just wonderful. Healing surges are the worst mechanic I've seen in a game EVER.
In some games, the number of surges matters. If they don't matter, it makes you wonder about whether resting for dailies is too easy, too - if you allow the 30 minute workday, why not the 5-minute? Well, clearly because that has a lot of problems. Some people would consider running out of surges a halt the game problem - but if it is, why have the rules for it at all? Just houserule the game to not have a surge limit and change it so the # of surges is a bonus on healing in some fashion (ex: 6 is your baseline, you get a bonus to surge value equal to # more surges you would have normally).
Alternately instead of having the first 5 encounters simply being easy grinds to burn up surges so the 6th encounter is actually challenging, you just give the players challenging and fun encounters.
As it is, for most encounters the DM isn't sure if the players will be going into the encounter with surges left or not. Balance, meet window, window, meet balance, jump balance jump, out the window! So either the DM has to re-balance every encounter when it happens based on what state the party is in going in to it or not, or hey, here's an idea, infinite healing surges and the DM has a MUCH better idea of how strong the party will be for each encounter. My god healing surges are a HORRIBLE mechanic. Worst, mechanic, EVER.