Uller
Adventurer
As an example of how to get players to press on...
We just finieshed a multi level dungeon. They defeated and slew the boss on level 1 but when they rested a sub boss they hadn't encountered got away. She realized she was overmatched and left to get help.
On the second level the level 2 boss escaped before they could kill him. While they tarried looking for loot the boss organized a counter attack forcing them to retreat back to level 1 where they rested again. The level 1 sub boss had not yet mustered the forces necessary to retake her lair so they got a second rest...
On level 3 they managed to completely destroy one of the bosses and all her forces but tried to rest there. The lvl 2 boss had rallied his forces and enlisted the aid of a powerful ally to mount an attack on the resting party. This resulted in a fighting retreat and the party having to barter for safe passage from some of the other monsters on level 3. They managed to kill the level 2 boss this time scattering his forces but the powerful ally remained. Before it all ended they rested 2 more times, defeated the most powerful enemies in the dungeon but unbeknownst to them the lvl 1 subboss returned with allies and completely reoccupied the first level. The PCs left by a different route and still don't know it. Maybe that will bite them later.
Resting has story consequences. That is what ought to prevent the 5MWD most of the time. Sometimes the 5MWD is a valid strategy for the adventure (exploring a tomb with static challenges, for example). But most of the time it should not seem that way to the players.
If your game style is such that you only get in one or two encounters between long rests then the best solution to me is to change the criteria for a long rest so that you can stick to your style but long rests just happen less frequently or give more time for NPCs to take their "off screen" turn.
If players rest while they still have resources and the adventure is still unresolved they should feel about the same way they would if they ended their turn in combat while still having actions left in the combat action economy...they are leaving resources on the table and their enemies should take full advantage of that.
We just finieshed a multi level dungeon. They defeated and slew the boss on level 1 but when they rested a sub boss they hadn't encountered got away. She realized she was overmatched and left to get help.
On the second level the level 2 boss escaped before they could kill him. While they tarried looking for loot the boss organized a counter attack forcing them to retreat back to level 1 where they rested again. The level 1 sub boss had not yet mustered the forces necessary to retake her lair so they got a second rest...
On level 3 they managed to completely destroy one of the bosses and all her forces but tried to rest there. The lvl 2 boss had rallied his forces and enlisted the aid of a powerful ally to mount an attack on the resting party. This resulted in a fighting retreat and the party having to barter for safe passage from some of the other monsters on level 3. They managed to kill the level 2 boss this time scattering his forces but the powerful ally remained. Before it all ended they rested 2 more times, defeated the most powerful enemies in the dungeon but unbeknownst to them the lvl 1 subboss returned with allies and completely reoccupied the first level. The PCs left by a different route and still don't know it. Maybe that will bite them later.
Resting has story consequences. That is what ought to prevent the 5MWD most of the time. Sometimes the 5MWD is a valid strategy for the adventure (exploring a tomb with static challenges, for example). But most of the time it should not seem that way to the players.
If your game style is such that you only get in one or two encounters between long rests then the best solution to me is to change the criteria for a long rest so that you can stick to your style but long rests just happen less frequently or give more time for NPCs to take their "off screen" turn.
If players rest while they still have resources and the adventure is still unresolved they should feel about the same way they would if they ended their turn in combat while still having actions left in the combat action economy...they are leaving resources on the table and their enemies should take full advantage of that.