I still wonder hy you chose a penalty of exhaustion and placed weapped it in uncertainty. I don't understand why the need or benefit to rolling dice to determine if you are exhausted? Why wasn't this an always occurring detriment?
I remember during that time on Enworld there were some who had suggested tying recharges to exhaustion but none had, if I can recollect correctly, formulated an actual system.
If one were to change the system and have exhaustion kick in automatically
(1) How many short rests ability recharges would you allow before one received suffered a level of exhaustion?
(2) How many long rest ability recharges would you allow before one suffered from x levels of exhaustion?
(3) Would the above system apply to all levels?
I find the above questions tricky to answer - and ones which thankfully I do not need to thanks to the system of rolling or uncertainty if you wish. The uncertainty for me is a feature.
Should you be able to comfortably answer questions 1-3 then it is all good. Change it up for your table. It is a win.
I have some major criticisms of the other rules. 3 levels of exhaustion - having a decent chance to occur your 2nd day on the road is pretty harsh.
A few things.
Yes it is.
You have Advantage on your first roll.
Overland should be treacherous.
One Travel Rest removes 1 level of exhaustion, one Long Rest removes all levels of exhaustion. Exhaustion is not the end of the world
As you rise in levels the +4, becomes a +6, becomes a +8...etc, so the danger starts to seep away. What I'm saying is the risk is very dependent on which levels you usually play. If your table plays levels 1-7 predominantly then make changes to suit the risk you find appropriate.
You can change the 3 levels penalty to 2 levels or even 1.
You could have a sliding scale, fail by 5 or more you suffer x levels of exhaustion.
You can lower the DC.
Instead of giving Advantage every Long Rest, you can give Advantage for Travel Rests.
Anyways, more importantly in relation to the 5MWD. It doesn't actually solve it - though it is a lot more flexible around it than the current D&D default system. It still is going to have certain fictional settings it works well with and others that it doesn't
Which ones doesn't it work well for?
The system as listed in the pdf doesn't allow for an adventure where you are within a relatively short journey to a long rest site.
Apologies I'm not sure I'm understanding this sentence well, but I will try answer it.
Short journey adventure should (I assume) not require any recoveries. Once at long rest site - one would need a full 24 hours of rest before refreshing, that is not always possible, so you can likely cram 6-8 encounters between the short journey and the long rest site. Should the team not be able to rest, they recharge their abilities
Long Rest abilities the DC 10 + number of days travelled with Advantage. Worst case PC gains 3 levels, but has all their superspells/powers back and blows through the remaining encounters.
Short Rest abilities can easily be recharged daily as the DC starts much lower.
If PCs blow their load every encounter this system will teach them to curb that and plan accordingly depending on the expected travel time. I find with this system PCs actually look at the map, measure distances, work out travel time, determine if they should hustle, evaluate encounters based on resource management, plan sleepovers in the various settlements they pass so that they minimise risk (keeping DC low) during travel. If that level of strategy doesn't appeal to your table then sure, this might not be the system for you.