SilentBoba
First Post
No more so than if you had to fight undead and then ogres between two one-hour short rests, with some sort of hard time constraint that prevents you from taking a long rest.
Making a long rest less convenient, such as by increasing the time requirement (or needing you to be within 100 yards of a tavern), is a way of saying that you can't play quite so cautiously. If you get hurt early on, beyond your ability to recover quickly, then you have to either press on and risk death (in the case that you need to stop a demon from being summoned at the full moon), or give up and fail on your quest.
The story where the fighter presses on, through the blinding sickness, is a more interesting story than the one where the party makes camp and everyone is fine the next day.
Whether the long rest takes a day or multiple days, whether the short rest takes minutes or hours, if the party isn't pressed for time somehow, why would they choose to press on? And if they are pressed for time, the best they can probably hope for is a short rest anyway. The DM can always force the pace and foil any rest attempts he chooses. Or now that the part holed up for the night when they should have pressed on, they gave ample time for the badguys to regroup, flee, kill the local noble they were holding hostage, etc.