If a long rest is 8 hours, that leaves 16 hours for short rests, so a maximum of 16 short rests between long rests.
On a slightly more serious note, how about letting the PCs have a short rest any occassion they actually have the time to rest instead of arbitrarily limiting it? If you want to put the pressure on them, give them a situation where they don't have time to rest. Or if you need to spread the encounters out just scale up the difficulty to be appropriate for rested characters. Why put artificial limits on things when you can use in-world role-playing reasons?
You gotta admit that's pretty realistic behavior. Have a fight, lick your wounds, unless there's some reason not to.
Yeah, I'm certainly not holding it against them. I'll give them more patrols and urgent crises down the road to keep them on their toes.
Yes, it is 'technically true' that 5e class and encounter balance will be thrown off by pacing changes that result in more (or fewer) rounds per encounter, encounters between short rests, encounters per day, and/or short rests per day.While what you say here is technically true, I suspect that at many tables it does not matter. If players or a DM worry about how often some other player gets to use their per encounter abilities, it might matter.
Unless it's a party made up entirely of fighters, monks and warlocks, it's likely someone is going to be pretty disappointed with that sort full-time-resting/part-time-adventuring day - in 5e.If the players decide to have 8 short rests and the current scenario allows for it, let them. Why screw up their fun for some "number of short rests per adventuring day rule thumb"? Such a rule is not needed.
Yes, it is 'technically true' that 5e class and encounter balance will be thrown off by pacing changes that result in more (or fewer) rounds per encounter, encounters between short rests, encounters per day, and/or short rests per day.
And, you're right, there are those who won't notice or won't care if class balance is thrown off - typically those dominating play because their class is being inordinately favored by the pacing rut the campaign has fallen into. Similarly, there are some DMs who won't notice or care if the party is rolling over what he intended to be meaningful challenges, or getting TPKs at the end of over-long days, or whatever distortion of the game they're reveling in.
The fact that a DM may find himself with a few such players is all the more reason to try to take the game's tenuous balance into account when thinking about campaign pacing.
Unless it's a party made up entirely of fighters, monks and warlocks, it's likely someone is going to be pretty disappointed with that sort full-time-resting/part-time-adventuring day - in 5e.
5e chose to distinguish classes with different resources mixes. That means a good (enough) DM will run a campaign that either sticks slavishly to the implied rounds/encounter/short-rest/long-rest, or (better) keep it as an average with a little deviation around the mean to keep it interesting.
All campaigns have pacing, it's unavoidable. What's avoidable is getting stuck in a rut, especially the wrong rut, like the 5MWD...Campaign pacing is not necessary.
5e gives the DM a chest of tools and carte blanche to customize the game to his campaign. You don't need the kind of plan you're talking about - a script or set of rails - you just need to be aware of the system you're using and the players you're running for.The first casualty of any war is the plan, including the DM's plan to have x encounters per day (and specifically, these specific x encounters per day). By definition, the players are going to mess up the DM's plan, so there is no real need for him to plan how many encounters.
It only matters if everyone wants to have fun, and not everyone has that opportunity. There are players who can't have fun unless no one else is, and players who can handle sharing the spotlight. 5e deals with having both by trying to move the spotlight around. That requires the DM keep his game varied, and keep the pacing close to the point at which the various resources mixes balance out. It's not a new strategy for D&D, and a lot of us are used to it, just as part of what DMing entails. There are also plenty of players who are used to exploiting that kind of roving spotlight balance, either via system mastery, or by trying to manipulate the DM. It's an age-old dynamic in D&D, really, which 5e captures in a fairly faithful-to-the-classic-game way.Why? The only time it matters is if some one player is more concerned how much other players shine.
There are some who run on sheer talent and familiarity without consciously thinking about exactly what they're doing and why, sure. Some of those may even be unable to benefit from a more mindful approach, suffering from the centipede's dilemma.Why? Can a DM not be good and still ignore that stuff?
Funny thing is, it's at best implied in the guidelines. Spelled out might've been better for some DMs, making it easier to run the game, but for others - and for a whole segment of the player base, it seems - "seeing the wires" that way is unsatisfying. Whether you analyze the game and work at it consciously, or depend on talent, experience, or luck, you're dealing with the issue one way or another - and to some degree of success or another.It's unimportant. Just because it is written down in the book does not mean that a DM should be a zombie and follow it verbatim. It's a guideline. Use it. Don't use it. It doesn't matter. Fun can still be had regardless.
Campaign pacing is not necessary.
The first casualty of any war is the plan, including the DM's plan to have x encounters per day (and specifically, these specific x encounters per day). By definition, the players are going to mess up the DM's plan, so there is no real need for him to plan how many encounters. Just prepare the adventure with the encounters and as the players get to them, they get to them. Granted, if there is some form of time critical situation, then if the players rest, they will face the consequences of doing that.
Why? The only time it matters is if some one player is more concerned how much other players shine. So what if we rest for the fighters? It just means that the fighter is now more capable for the next fight. None of the players at my table would care. They do not consider the fighter player to be dominating play. They consider the party to be more effective if everyone has a lot of options.
It might be different at your table.
Why? Can a DM not be good and still ignore that stuff? Sure he can. It's unimportant. Just because it is written down in the book does not mean that a DM should be a zombie and follow it verbatim. It's a guideline. Use it. Don't use it. It doesn't matter. Fun can still be had regardless.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.