Lanefan
Victoria Rules
In other words, an adventure on a clock. With those, it's easy to force the press-on-or-rest choice; but putting every adventure on a clock gets tiresome fast for all involved.I know, and I agree with you that "press on or rest" is (or should be) an interesting decision point for players. I don't think it follows that "therefore resting should take days of game time and rather a lot of play time committed to busywork." The game logic alone applies narrowly to a specific kind of military scenario--one in which there are clear advantages to sustaining pressure on an enemy that wants to buy time.
That still counts as the enemy "doing something". The PCs might not realize it (and it would admittedly be boring for the players) but sometimes their best in-game course of action might be to to Do Nothing for a while, let the enemy defeat itself, then roll in and mop up what's left.The game logic doesn't apply particularly well to other kinds of military scenarios. What if the pressure of an invader has united the enemy, and relaxing that pressure will cause them to fall back to infighting?
IME that's fairly rare at the per-adventure level; and missions without an enemy usually involve some sort of specific task that needs doing under a time crunch of some sort e.g. "get this book to Waterdown ASAP" or "find our missing livestock before the rains come".What if there is no common, united "enemy" at all?
On the campaign level, sure - a true sandbox campaign might not have a common "enemy" - but that's different; and see below.
Staying in Rivendell as long as they did gave Sauron time to build his forces and further cement some alliances. That said, the fellowship had to wait for some of its members to arrive; so the net benefit was probably to the PCs in that case.What if the enemy is so big and the problem on such a scale that the party can remain in Rivendell as long as it takes? All the clerical BS is just delaying the cool Council scene that's coming next.
I don't want to deny them the chance to do that foolish thing, if it's what they'd otherwise do.What if it's an exploratory expedition such as a hexcrawl, where pressing on into the unknown with insufficient resources is simply foolish?
I don't mind letting the players/PCs set the pace most of the time; and rarely if ever try to push that Sword & Sorcery pacing model. If they want to rest, that's fine...but there may or may not be consequences of so doing.What if it's a pulp Sword & Sorcery adventure where the pacing between Act I, Act II and Act III should be fast and furious? What if the PCs would otherwise press on to the next level of the dungeon, but because they know they have days of recovery and clericry ahead of them, they choose to withdraw early and get it over with before delving deeper?
Now, what ties all of this together? Simple. All of the above elements cause more time to pass in the game world.
Nothing annoys me more from a believability standpoint than adventurers who go from 1st level to 15th+ in just two or three in-game months of hard-core adventuring. And yet, the recent WotC editions (4e in particular) support and encourage exactly this: that you'll blast through a typical adventure in an in-game day or two, gain a level or two, and take little or no downtime before diving straight in to the next adventure.
The only way a DM can make some time pass is by placing the adventure sites far enough apart that travel time becomes a significant factor. At the design level they've taken out forced downtime for level-up training and shunted aside or designed away most other downtime activities (stronghold building, magic item creation and-or buying-selling, spell research, even simple carousing - people had to push for the inclusion of any of these and some are still missing), leaving a default that, from a believability standpoint, is somewhat ridiculous.
I guess the disconnect here is that the way I see it, both for PCs and monsters hit points should themselves be a much more precious resource than 4e-5e would have them be; i.e. fewer in number and harder to recover once lost.Anyway, so as not to be a complete thread derail, Shadowdark still feels old-school to me and still gives the DM a terrific, much more flexible toolbox with which to present that "press on or rest" decision point while still using 5e's "full heal on rest" rules. In 5e itself, IME and as I said upthread, attrition pressures scarce resources (daily uses and spell slots) long before it pressures hit points, so even if you value the attrition dynamic, buffed healing spells shouldn't be a big concern. It might enhance the game effects of attrition by blowing through spell slots more quickly!
As 5e has it now, the only hit point that really matters is the last one you have, and thus that's the only one anybody cares about curing. I'd like to see a system where they all matter - where losing any hit points is a small problem and losing a lot is a big problem - but then the cries of "Oh noes, it's a death spiral, what will we do?!" arise and the idea gets shot down.
Ideally, losing hit points should lead to a death spiral; in that the more you lose the worse off (mechanically) you should become. This would make it more important to heal up hit points as they are lost, rather than waiting until someone drops on reaching 0.