Saeviomagy said:
Mainly when it solves the problems that are tedious to otherwise solve for the 100th time, are otherwise going to end up as a wasted session, or are detrimental to any kind of ongoing story you are trying to lay out. That's why magic pretty quickly covers food and drink, encumberance, crossing holes in the ground (lava-filled or otherwise), heat exhaustion and healing and resurrection. Having to account for food and drink and encumberance is mind-numbingly tedious. It's not what you play D&D for. Describing to the DM for the 50th time how you cross yet another pit in a hallway is tedious. Working out how many days the party will rest for after a fight is pretty tedious. Making 24 saves each and every day is tedious (heat exhaustion). Losing a pivotal character with lots of story threads destroys the story.
So magic is used to fix all that. The default assumption is that magic is there to fix these problems. Drop magic without making any adjustments, and all of a sudden your days will be filled with accounting, dropped stories, endless saving throws and the 50th pit trap where the characters give in and dive down head first in a desperate attempt to end it all. Except the forsaker, who apparently likes that sort of game...
It's not as tedious as you believe. A decent Ranger can pretty much feed the group. A DM can just as easily say 'shell out X per day you plan to be travelling'. Don't bother with the fatigue/exhaustion until supplies run out (ie: the party travels longer than they have supplies for). If a party can keep track of the gold they spend on taverns and magic items, why is this so hard?
As for random encounters, if you don't want them, DON'T USE THEM!. When you read a story, how often does an author roll to see who the characters meet next? If it doesn't enhance the game, don't bother with it.
How often is encumberance really a problem? Unless your a carrying extreme amounts or are incredibly weak, carrying basic survival neccessities (blanket, torches, tools, backpack, flint, rope, etc) isn't much of a problem. Even a fighter in full armor can carry them. Mounts all but negate this as an issue.
If a party found a way to solve a problem previously, assume that they will do the same if they have the equipment. How different is that from a spellcaster saying 'I cast
Fly'? Both have something equipped and ready, both assume that if it worked the first time, it'll work next time (providing similar circumstances). If your wizard is scrying and planning ahead, why aren't the other players preparing?
You'd be surprised how resourceful a party can be when they realize that magical healing isn't immediately available.
What were the characters doing before they started adventuring?
To each their own...
