Wandering monsters while resting

I agree that this is a problem inherent in the D&D rule structure. It was even more of a problem in 3 and 3.5. I can see having a problem with players blowing their dailys in every encounter and then resting afterward to get them back. Here is my advice, build some encounters that are just barely dangerous. Blood sucking worms, a handfull of minions with one brute leader, a single low level slime, something like that. Make them easy encounters, lower level than the party. That means that the xp the party gets from them is neglageble. However, they still break up a rest. You don't get the benefits of an extended rest if you have to fight every 3 hours, even if it's an easy fight. Now, hit them every time they stop for an extended rest in a room that isn't safe. Space the "safe" rooms sufficiently far apart and they will have to face multiple encounters without resting if they want to progress through the dungeon.
 

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Not to drift too much further from the original topic, but I don't know if the "well if you're going to rest after every encounter, I'll just make sure that you can never rest again" approach is very helpful. Tantrums probably don't do much to keep either side of the equation entertained. If you want to try to curb the party from nova-ing (or whatever the fourth ed version of nova-ing ends up being called) time limits are probably a more effective, and more sensical response.

You don't even have to go as far as the stereotypical "you have two days before the cultists sacrifice the princess" or "the poison in your blood stream will kill you by the time the sun sets" tropes. The world can move on without the party and doesn't have to wait for their snail's pace to keep up with it's schedule. Opportunities come and go, clues disappear, the person they're looking for can wander off to parts unknown.
 

I guess my point was that it's hostile territory. You don't just get to bed down for four hours in the middle of a dungeon filled with creepy crawlies. That's what makes it hostile. If you stay in one place for too long, things are going to try to attack you. Probably nothing terribly dangerous or important, but enough to make your rest not terribly restful. You need to have a safe room to truly rest in a dungeon. Such rooms are not common, or it wouldn't be a dungeon.
 

If my party decides to take an extended rest without a watch in a drow city, they gonna die. If they do it with a watch it would take 4 or 5 attempts to get the entire way through
 

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