Asmor said:
Players have enough so that they can usually make it through their first fight of the day, and heal completely afterwards, without running out. However, they're often then very drained, making an extended rest desirable. In other words, limiting healing surges makes the PCs want to take more extended rests.
Well, answer number one: If the PCs are genuinely drained after one encounter, then yes, they should rest. Running out of healing surges, or running low on them, is a good indication that you should rest.
But it should be very unlikely that the PCs will be in this situation after a single encounter! They have enough healing surges that they should be able to get through several encounters a day before feeling the crunch from healing. If they
are regularly burning all their healing surges on the very first fight, then something is clearly wrong - either with the encounters they are facing or the characters themselves. I can see it happening every once in a while, if they end up in a really tough fight... but every day? That seems almost impossible.
Now, putting that aside, part of your argument is that it (Full Healing Surges) > (Not Full Healing Surges)... and thus, if there is no penalty for rest, a party will rest after every fight.
But consider - the same goes if they use a daily ability in the first fight, or their Action Point. Why not burn dailies right away and then rest afterwards? Logically speaking, it is always better to be completely at full than to be in any way weakened, right?
The problem is, the only way to remove that issue is to completely remove any daily abilities. Characters would have to be able to charge into every fight with absolutely the same resources available, and to entirely remove any sort of endurance mechanic from the game. Now, that could be a perfectly ok game... but would most definitely be a very, very different one. Is that what you are suggesting?
What 4E has done is severely cut back on how vital that resting is. In 3rd Edition, it was extremely easy to burn through all of your healing and powerful spells in one fight. In 4E, less so. Action points still recover every few fights, which is encouragement to keep moving. You get encounter abilities back every fight. Daily abilities are nice, but aren't so overwhelmingly beyond other abilities that they are your only available tool - in fact, your basic abilities (at will) are now solid enough to do the job when needed! And your Healing Surges should last you several fights before you feel any need to recover them.
Basically - if you are in a situation where, after every fight, your characters are feeling weak enough to need to rest, something is off. If you aren't, and you players simply really need that extra action point and daily ability... well, ok, fine. They can do so. I am confident such tables will be in the vast, vast minority - it is simply too little benefit for the boost, and most tables will be more interested in keeping things moving along.
(And, of course, there is the roleplaying elements that many have already mentioned - either plot constraints that place a sense of urgency, or simply in-character desire to keep fighting onwards, or the danger of resting in what might not be the safest spot. The counter-argument seems to be that we shouldn't consider these arguments now, since we tried to push them aside when discussing the same problems in 3rd Edition. The difference, in my opinion, is that many, many times in 3.x, it was essentially a *requirement* that you needed to rest after a fight, or you'd be walking into the next fight with several useless party members. In 4E, even if you burn your action point and all your dailies in fight number one, you will still be far from useless in the next. For most tables, that should make all the difference.)