It may be but an adventure which spans the time between long rests does this as well. Time pressure is entirely circumstantial.Not to put words in anyone’s mouth here, but I know for some folks it’s less about the players’ specific tactics for preserving the resource, and more about wanting the management of that resource to span a longer unit of play than the management of, say, spell slots. Wanting HP to be something you manage over the course of a whole adventure rather than the course of a day.
But taking one resource and stretching its recovery instead increases the impact on the other, not stretched options... Spell slots on healers, healing potions, second winds, various elements to "max" results, etc.
It also changes the balances between defensive choices and aggressive choices. Life cleric vs tempest, shield vs twf, plink and run vs brawl, blur vs ??? etc.
The change has bern portrayed as "simple" and "small tweaks" yo healing times but the actual changes it brings about are most certainly broader and more pervasive to "strategic and tactical" play and chargen choices.
Thats why to me if you want combat to be more scary, more seriously "do we want to" i think solutions which hit COMBAT DIRECTLY are better than ones which only apply "after combat" and then have pervasive choices.
In my experience, damage save systems tend to provide a vehicle for an unpredictable element that can be dialed to make the "decision to fight" no trivial matter. If dialed to do so, it could be that any combat lasting more than a few rounds can reach "i might get dropped by any hit" risk.
But, of course, higher threat encounters can create that too even with HP.
Or even moreso a robust and reactive environment. I mean, wasn't at its base level killing Grendel a lesson in the "just kill it" being a bad choice?
***
Heroes march back into town woth the two missing children after wiping out the cultists. The father pays them then loads children onto liaded eagon and heads for the hills.
Others in town treat them as heroes but seem angry and scared. Still they plan parties and celebrations for three days.
Third day, dark cultists and creatures surround the town and the village sends speaker out to beg for forgiveness and offers up the ones responsible as tribute.
Maybe next time the PCs might ransom the kids? Sneak them away? Find options other than killing the Grendel?
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