Well, it may be gritty, high stakes and tough, but obviously it's not urgent it you can afford to sit on your butts and twiddle your thumbs for an hour while everyone else is on the move. So be thankfull that he uses such a thorough approach that it doesn't matter when you rest for a hour And when time is neither your approach is right
You're just putting words in my mouth, I said if we can spend multiple hours to preserve Cure Wounds or Hit Dice, we would. The if being the key part, which isn't assumed either way. It definitely isn't possible to do it all the time, but even some times. It's not like we can't ever hide while the enemy army marches by, or find a cave. There are a million scenarios where we might have a few hours to spare and aren't being pursued.
Use your imagination. If any group can find the time, once per day, to rest for eight hours (not a given), then stand a better chance than that of finding a few extra hours here and there to spare, because X < 8 is less chance to have your rest interrupted. There are times when we don't even have time for a long rest, and others when we are doing guerilla warfare and can definitely do surgical strikes every few hours.
Travelling often means a greater chance of random encounters, but so can resting (short or long, or multiple short rests). Point is, taking a break for a couple hours isn't a stretch compared to one hour, it's not like there's some mystical hourglass hovering over the group dictating our pacing. We react to our circumstances and play accordingly.
I just don't buy any rationale for why a life cleric can only heal people up to 50% but the exact same timer on the fighter allows him to heal to max HP with zero daily resource cost. Because HP is stamina for the fighter, yet meat for the other party members. Or maybe it's only meat when you use magic to heal it, and it's stamina when you don't.
Very sad that people think it's fair and balanced that fighters should get free of daily cost heal to max HP, that wasn't even a thing in 4th edition and that was already way overboard for me and my group in terms of believability. Now when the DM starts realizing that the fighter never needs cure wounds because he gets it for free on his own, we're probably going to have to rethink our commitment to this game.
Fighters being the party member who needs cure wounds the least is a total reversal of old school D&D, and I agree with Kamikaze, it's definitely not what we were promised or even what we've been playing for the past months since the last packet came out.
I wonder how many 4th edition fans, if I were to start a poll on it, would think it was balanced to give surgeless second wind as an encounter power to every fighter, but only fighters. I would be incredulous if it came out positive.