Obryn
Hero
Since the 15-minute workday is a group issue as much as it is a mechanical issue, no system can completely stamp it out. If your group either insists on always being at full strength before any encounter; or if the DM continually presents overwhelming, resource-sapping encounters, you'll see brief periods of adventuring followed by long stretches of recovery.
4e has moderated the effect somewhat, though, in two big ways.
(1) Whereas in 3.5, a Wizard or Cleric's high-level spells were devastating - including huge damage and save-or-lose spells - 4e's characters don't have anything nearly so mind-blowing. At higher levels in 3.5, DMs and designers had to walk a narrow line - if the spellcasters still had all their big blammies, an encounter could be too easy; while if they didn't, an encounter could be overwhelming.
(2) In 4e, even if a party does blow all of its dailies in one encounter, they are still at 80% or so effectiveness, rather than 50% or less. It's likely healing surges that will drive any decision to rest, not character abilities.
I suppose you could put milestones in here, too - but since you can only use 1 action point per encounter, they do less than I'd expected.
-O
4e has moderated the effect somewhat, though, in two big ways.
(1) Whereas in 3.5, a Wizard or Cleric's high-level spells were devastating - including huge damage and save-or-lose spells - 4e's characters don't have anything nearly so mind-blowing. At higher levels in 3.5, DMs and designers had to walk a narrow line - if the spellcasters still had all their big blammies, an encounter could be too easy; while if they didn't, an encounter could be overwhelming.
(2) In 4e, even if a party does blow all of its dailies in one encounter, they are still at 80% or so effectiveness, rather than 50% or less. It's likely healing surges that will drive any decision to rest, not character abilities.
I suppose you could put milestones in here, too - but since you can only use 1 action point per encounter, they do less than I'd expected.
-O