Tony Vargas
Legend
Sounds like all the more reason to use narrative pacing to give you more latitude in meshing the three timelines...Clarification: The problem is that I run 3 sandbox games for 3 different groups in the same world, in which the actions of one group have a dramatic affect on the actions of other groups. Groups will often play tricks and try to thwart the other groups of players, seeing them as adventuring rivals. As a result, any sort of narrative pacing falls flat and drastically reduces player/group agency. Having time flow at my discretion undermines the conflict.
That sounds odd. I've rarely seen multiple adventuring days covered in a single session. Do you have a lot of 5MWDs?The trouble I have experienced with the rest and recovery method described in the PHB is that because a near-complete recovery happens over night, one group can became several days "ahead" of the other groups over the course of a single session
Trying to keep three timelines consistent when you play one exclusively for days on end could be a problem, yes, I can clearly see that. I can't see how overnight healing, let alone HD, make it worse, though...., which can be mind-boggling for me as a DM when trying to actively keep track of thee separate time lines and keeping everything consistent.
It seems to me that downtime days would do the job, too. When one group 'gets ahead,' the others make it up in downtime?When I switched to the slow-paced recovery method presented in the DMG, it was much easier to keep the timelines clustered together. The opportunity cost to resting and recovering resources did its job.
Settling on a single pacing is problematic. Varying pacing with the circumstances, or 'narrative pacing' with the story, are ways to address it that seem practical.On the other hand, it made it difficult to have a wilderness trek, followed by a dungeon crawl, followed by another wilderness trek back to the home base awkward. Short rests in the dungeon become necessary to keep some classes (monk, fighter, warlock) reliant. Furthermore, complete overnight recovery makes wilderness encounters meaningless in terms of attrition.
The only other alternative I can think of is completely re-balancing the classes & encounter guidelines to make day length irrelevant (abandoning the 'attrition model' and relying on encounter balance, alone, would be the extreme form of that - but D&D never has gone there, no not even 4e, not even close) - I know that kind of game can work because the last ed of Gamma World was done that way, and I've run and played in some very successful campaigns of it - and tracking days became quite irrelevant, they mattered to travel times and little else, so time flowed with the story, not with the mechanics. FWIW ( I don't think you'd want to attempt that).